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
Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Cross posting from the Oath Thread, but I am so excited to get these guys stealin' space gas!

Adbot
ADBOT LOVES YOU

MrFlibble
Nov 28, 2007

by Jeffrey of YOSPOS
Fallen Rib
I got DZ2 and the Goblin team today. A brief look through DZ2 - theres a major sponsorship that allows you to roll 3 dice when your players skill up and choose two of them (the drawback being if you roll two or more ones you get a niggling injury) and chaos renegades get an orc lineman in addition to goblins getting the 'ooligan and doom diver.

The Goblin team comes with transfers, have no idea why they weren't included on the website.

Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia
For Skitarii kill teams, is it better to go specialist heavy with the plasma cavaliers/arc rifles early on, or should I be putting as many dudes on the board with galvanic rifles and radium carbines?

Also that arequebus looks sweet. How do sniper weapons tend to stack up? I love overwatching with snipers in Xcom, but is that viable in SW:A?

TWSS
Jun 19, 2008
SW:A strategy heavily depends on your meta. I beat 12 orks with 4 eldar in a rescue mission and lost a game against 2 grey knights with 10 eldar including my special operative. If you expect to fight harlies, CSM, tyranids or GK you can't win without heavy weapons. If your meta is full of the less elite teams I would go for boys over toys.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
I think snipers are move or shoot, so that guy will be doing a lot of camping.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Jimmy4400nav posted:

For Skitarii kill teams, is it better to go specialist heavy with the plasma cavaliers/arc rifles early on, or should I be putting as many dudes on the board with galvanic rifles and radium carbines?

Also that arequebus looks sweet. How do sniper weapons tend to stack up? I love overwatching with snipers in Xcom, but is that viable in SW:A?

Snipers are pretty baller in my current meta, but they have their restrictions. Personally for Skitarii I would be taking a 60/40 split of Galvanic Rifles and Carbines, keeping the carbines as a front line picket that stays out of sight while the rifles plink away at the enemy's advance. Use the carbine boys to light up anyone who gets through.

As you free up some points get a special weapon in and slot it into the appropriate range group. I don't think the Sniper looks that good to me; it's range is excessive on a 4x4' table and it's got move or fire and is just a bit boring.

Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia

ineptmule posted:

Snipers are pretty baller in my current meta, but they have their restrictions. Personally for Skitarii I would be taking a 60/40 split of Galvanic Rifles and Carbines, keeping the carbines as a front line picket that stays out of sight while the rifles plink away at the enemy's advance. Use the carbine boys to light up anyone who gets through.

As you free up some points get a special weapon in and slot it into the appropriate range group. I don't think the Sniper looks that good to me; it's range is excessive on a 4x4' table and it's got move or fire and is just a bit boring.

Good to know. So I should be trying to take as many boys at the start then. I had a couple ideas for that.

This list would kind of balance out the mix between rangers and rookies while still slotting in a specialist early on:

210- Ranger alpha with Omnispex and Radium Pistol

115 – Ranger w/Galvanic Rifle
115 – Ranger w/Galvanic Rifle
115 – Ranger w/Galvanic Rifle

100- Fleshforged w/Radium Carbine
100- Fleshforged w/Radium Carbine
100- Fleshforged w/Radium Carbine

145- Specialist with Arc Rifle and Photo-Vison

This list just maximizes the number of rangers:

190- Ranger Alpha w/ Omnispex

115 – Ranger w/Galvanic Rifle
115 – Ranger w/Galvanic Rifle
115 – Ranger w/Galvanic Rifle
115 – Ranger w/Galvanic Rifle
115 – Ranger w/Radium Carbine
115 – Ranger w/Radium Carbine
115 – Ranger w/Radium Carbine

Would either one work or should I be slotting in differing configurations?

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
I like #1 better but mostly because it gives you something more fun to use. A team all equipped with the same two weapons just doesn't feel that enjoyable in my experience.

Having Recruits for your short ranged picket is fine I think, they will be less reliable due lower BS but hopefully your rifle guys will do most of the heavy lifting anyway. Besides with that Arc rifle there to back up the middle ground you should be well set up.

Keep the frontline guys hidden (and on overwatch ideally) doing their best to cover any routes in to your deployment area that your rifles can't cover, have the special weapon a little behind them on overwatch and well protected by cover.

Make use of the rifles' range. They will outrange most standard weapons but once the enemy closes their chances to hit fall a bit - that's what the carbines are for.

Thundercloud
Mar 28, 2010

To boldly be eaten where no grot has been eaten before!
I would argue galvanic rifles can be semi snipers anyway.

Unless you are fighting a campaign against Grey Knights/Nids/Harlies/Necrons go with boys before toys.

Specialists are worth taking in the starting line up and upgrading the weapons later.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Thundercloud posted:

I would argue galvanic rifles can be semi snipers anyway.

Unless you are fighting a campaign against Grey Knights/Nids/Harlies/Necrons go with boys before toys.

Specialists are worth taking in the starting line up and upgrading the weapons later.

Aren't most specialists barred from taking their faction's basic weapons?

Genghis Cohen
Jun 29, 2013
So I played Necromunda today - the second campaign game for my Orlock gang (the East Sump Lead Farmers). This time I played against my friend's Delaque gang. He has played a fiar few games with them and they've got some meaty skills - didn't bother me because I now know of the giant killer bonus to experience and revenue, which IMO makes it almost preferable to face higher rated gangs. However I had the roll and got to pick the Scenario from the mission table. I went with Ambush, because it seemed cool, sounded as if the attacker (always the one picking the mission, ie me) would have the edge, and because it uses the whole gang. I figured that in most games, especially when you can claim the giant-killer bonus, you want your whole gang in the fray so they can gain experience.

We set up and this brought out a question we haven't been able to answer. Can normal deployment be off the ground floor? We somehow got the idea it couldn't be. But this may come from a friend's incorrect knowledge of the original rules, rather than being true in the Community Edition. In any case my opponent had to deploy all in the middle of the board, seemed fairly harsh on him.

My initial attacks, a few shooting rolls, didn't produce any result at all, but fortunately he wasn't in the best position to counter attack. After the initial shots had flown both ways, we both had a couple casualties as my initial charges had mostly been defeated. Combat is hella swingy in this game, but also my 3 or 4 charging blokes were definitely overextended against his skilled, experienced gangers, as well as being outnumbered in a couple cases. I had to take a bottle test at the start of the third turn, having lost exactly a quarter of my manpower. Praise the emperor, I passed.

Then had an absolutely brutal turn: My gunner types were all worked into optimum positions and the remaining combats were favouring me due to swords and combat weapons. So at the end of the turn he had 6 models down or out and a couple of the remainder pinned (or in one case completely unarmed from failed ammo rolls). He wisely bottled out. So a bit ropey at the beginning, but I managed to smash him up towards the end.

What with the giant killer bonus and all my guys did very well from experience rolls. I've got some promising shooters developing and one guy, who faced 2 opponents at once in combat, downing one and flesh-wounding the other, has developed into a combat beast. He's gone from a juve to a full ganger with WS4, and the clutch combat skills 'Step Aside' and 'Feint' to protect him from unlucky rolls. Dude was born to slay.

Necromunda is fun. I have done a little more chop-shopping to reflect weapon changes and will get them sprayed today. Hopefully do some painting this week.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
Sounds like a fun game, and that you played up to the strengths of the scenario, nice work!

Genghis Cohen posted:

which IMO makes it almost preferable to face higher rated gangs.

Yes and no - facing off against higher rated gangs can net you some nice "free" XP (and money if you win) per game, which is a nice way to catch up. However, those higher level gangs also have more post-games than you, which means more rolls on the fickle rare trades table, and a greater chance of getting the decent loot.

Some models can end up as beasts which will single-handedly win games by themselves, and higher-level gangs are more likely to have more than one. I had a WS6/T4 dude with a Power Maul and a Head Wound - if he got Frenzy then he'd chew through an entire gang by himself, regardless of how many people tried to jump him in combat.

Genghis Cohen posted:

We set up and this brought out a question we haven't been able to answer. Can normal deployment be off the ground floor? We somehow got the idea it couldn't be. But this may come from a friend's incorrect knowledge of the original rules, rather than being true in the Community Edition. In any case my opponent had to deploy all in the middle of the board, seemed fairly harsh on him.

You can setup on any level within the deployment area. In an average match where you're starting on either sides of a table, my club generally keeps multi-level terrain out of the DZs, so one side can't deploy their Heavy/sniper in a game-winning position. If they want to get a vantage point, make them work for it. This also means Tunnels/Vents/Infiltration become even more useful.

The Kingfish
Oct 21, 2015


I bought one of my IG specialists a sniper rifle with toxic rounds and a red dot sight. Can't wait to try it out tomorrow. The dude has +1 Int too for overwatch.

Lupercalcalcal
Jan 28, 2016

Suck a dick, dumb shits
Putting together my Genestealer cult team. Here's my provisional team:

Leader (120)
- autogun (20)
Heavy (70)
- grenade launcher (f&k) (125)
Heavy (70)
- grenade launcher (f&k) (125)
Hybrid (60)
- autogun (20)
Hybrid (60)
- autogun (20)
Hybrid (60)
- autogun (20)
Hybrid (60)
- autogun (20)
Hybrid (60)
- autogun (20)
Initiate (50)
- autogun (20)

Does anyone have any suggestions or recommendations? I know stealers tend to get smushed, so I'm not expecting miracles. I just like the fluff too much not to run them.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Nifara posted:

Putting together my Genestealer cult team. Here's my provisional team:

Leader (120)
- autogun (20)
Heavy (70)
- grenade launcher (f&k) (125)
Heavy (70)
- grenade launcher (f&k) (125)
Hybrid (60)
- autogun (20)
Hybrid (60)
- autogun (20)
Hybrid (60)
- autogun (20)
Hybrid (60)
- autogun (20)
Hybrid (60)
- autogun (20)
Initiate (50)
- autogun (20)

Does anyone have any suggestions or recommendations? I know stealers tend to get smushed, so I'm not expecting miracles. I just like the fluff too much not to run them.

I mean, it's 8 guys with rifles and a couple of grenadiers - there's not a lot of variety. I fear you'll find it pretty boring to play.

I would put a couple of shotguns in there for flexible mid range shooting, especially if you get any level ups to BS4 as a shotty at BS4 or better becomes a magical cover negating weapon.

You'll want to build a couple of CC models as your team needs some counterpunch. You'll always be fighting an uphill battle with GSC as most other factions have better combat options, but a couple of levelled and appropriately tooled up CC specialists should be able to overwhelm the hopefully weakened attackers who have made it past your autogun gauntlet.

Lupercalcalcal
Jan 28, 2016

Suck a dick, dumb shits

ineptmule posted:

I mean, it's 8 guys with rifles and a couple of grenadiers - there's not a lot of variety. I fear you'll find it pretty boring to play.

I would put a couple of shotguns in there for flexible mid range shooting, especially if you get any level ups to BS4 as a shotty at BS4 or better becomes a magical cover negating weapon.

You'll want to build a couple of CC models as your team needs some counterpunch. You'll always be fighting an uphill battle with GSC as most other factions have better combat options, but a couple of levelled and appropriately tooled up CC specialists should be able to overwhelm the hopefully weakened attackers who have made it past your autogun gauntlet.

Thanks, all good advice. I'll swap in a couple of shotguns and start building some close combat folks.

berzerkmonkey
Jul 23, 2003
Has anyone dropped an SWA Kill Team into NM? I've got a player asking if he can bring his CSMs into a NM game, and I don't know if they are going to mop the floor with the gangers. I know the campaign system is different, so I'm just more concerned about single game balance. Gangers will obviously have numbers on their side, but with a BS of 2 or 3 is going to be tough against CSMs with their higher values and 2d6 ammo checks.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
SWA teams are "balanced" against each other. I really doubt they're balanced against NM gangs, particularly fresh ones.

Reposting the Chaos Marine excerpt from the Outlanders book:



So... they're pretty tooled up, with a load of skills, but 6 times the cost of a vanilla ganger. So, at 1000 creds starting value, he could have 3 versus another gang. And knowing how vanilla gangs fared against Spyrers, I'd still say that's unbalanced in favour of the CM.

berzerkmonkey
Jul 23, 2003
Yeah, looking at the statlines, a vanilla CSM from SWA is 120, which is the same as a gang leader, and has the addition of a +4 save from power armor. I thin the 300 points from Outlanders is more fair - maybe we will give that a shot. I had forgotten that they were in that book (the Community Edition dropped them.)

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...

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.

berzerkmonkey
Jul 23, 2003

Safety Factor posted:

Yeah, it got fixed. They're 70 points base.

Ok, thanks. I thought that was wrong when the images leaked, and I just noticed that it hadn't been updated with the new ebook release either.

Zasze
Apr 29, 2009

ineptmule posted:

I mean, it's 8 guys with rifles and a couple of grenadiers - there's not a lot of variety. I fear you'll find it pretty boring to play.

I would put a couple of shotguns in there for flexible mid range shooting, especially if you get any level ups to BS4 as a shotty at BS4 or better becomes a magical cover negating weapon.

You'll want to build a couple of CC models as your team needs some counterpunch. You'll always be fighting an uphill battle with GSC as most other factions have better combat options, but a couple of levelled and appropriately tooled up CC specialists should be able to overwhelm the hopefully weakened attackers who have made it past your autogun gauntlet.

Seconding the shotgun recommendation, guard and stealers have the same issue and thats autoguns/lasguns are terrible once the game gets going (maybe even from the get go) against anything remotely armored. As guard my currently only victory against a CSM team was because my sarge body checked one off a cat walk and the other two were downed by using lasgun guys to bait shots while i closed in with slug shotty for that much needed -1 rend.

tldr; catachan supremacy

Zasze fucked around with this message at 19:28 on May 22, 2017

Genghis Cohen
Jun 29, 2013

glitchkrieg posted:

Sounds like a fun game, and that you played up to the strengths of the scenario, nice work!


Yes and no - facing off against higher rated gangs can net you some nice "free" XP (and money if you win) per game, which is a nice way to catch up. However, those higher level gangs also have more post-games than you, which means more rolls on the fickle rare trades table, and a greater chance of getting the decent loot.

Some models can end up as beasts which will single-handedly win games by themselves, and higher-level gangs are more likely to have more than one. I had a WS6/T4 dude with a Power Maul and a Head Wound - if he got Frenzy then he'd chew through an entire gang by himself, regardless of how many people tried to jump him in combat.


You can setup on any level within the deployment area. In an average match where you're starting on either sides of a table, my club generally keeps multi-level terrain out of the DZs, so one side can't deploy their Heavy/sniper in a game-winning position. If they want to get a vantage point, make them work for it. This also means Tunnels/Vents/Infiltration become even more useful.

Thanks very much for the clarifications. I think that deployment change will make deployment more interesting. Currently the higher levels go almost unused, which is a shame. I think as long as we avoid having the real game-dominating terrain deployed in the DZ, which we are pretty good at from playing Infinity, we should be fine.

I have to say I can see why some gangers will start to get really good (I would have lost my first game hard if it went longer than it did, I believe) but only a few. A lot will get one key advance and then a few which are more marginal like Initiative, Leadership or some less key skill. We haven't seen anything at the level you're describing yet, although I believe one chap has a BS5 heavy.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

Genghis Cohen posted:

Thanks very much for the clarifications.

No worries! Necromunda has always been my favourite game, and it got me back into the hobby after my local club started running campaigns, so I've got plenty of experience that I'd love to share.

quote:

I think that deployment change will make deployment more interesting. Currently the higher levels go almost unused, which is a shame. I think as long as we avoid having the real game-dominating terrain deployed in the DZ, which we are pretty good at from playing Infinity, we should be fine.

Having got into Infinity last year, if you can setup a decent table for that then you'll be fine. Some kind of LoS-blocker in the middle, then a mix of close/long range avenues to let people play to their strengths.

quote:

I have to say I can see why some gangers will start to get really good (I would have lost my first game hard if it went longer than it did, I believe) but only a few. A lot will get one key advance and then a few which are more marginal like Initiative, Leadership or some less key skill. We haven't seen anything at the level you're describing yet, although I believe one chap has a BS5 heavy.

LD is pretty rubbish as it's mostly unused but I increases are good if you know how to use them - make sure anybody with an I increase starts their turn within 2" of a friendly model and they can pretty much get back up if they're shot. I've found that breaking a gang into 2-3 model teams is the best way of playing the game, and if somebody gets a BS increase, let their other team members take shots beforehand - if they fail you can hopefully fall back on them getting a pin/wound on the target. Like Blood Bowl, it's much better having 3 people with an advance each, than 1 model with 3 advances.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
I want to went my frustration without looking for the Death Thread, so I'll just do it here:
My friend is unhappy about what's happening with the 8th edition to the point where he:
*claims that Rountree's new GW is actually more insidious and worse than Kirby's, basically because giving Genstealers bonuses if they run a 20+ blob is an obvious ploy to get people to buy miniatures
*that the removal of BS math (you know, 7 - BS 4 = 3+) in favour of just showing the BS roll on the statline removes complexity and charm from the game, making it simple enough for kiddies to grasp.

Lovely Joe Stalin
Jun 12, 2007

Our Lovely Wang
I mean no offence to you, but your friend is a dummy.

Ignoring the BS part (fnarr), I refuse to believe there is anyone who has been into 40k for more than a couple of years and not just accrued 20+ 'stealers simply through osmosis.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.
I don't even like jeanstealers and I have an entire box of them

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
I think he just doesn't like 8th edition and is just looking for excuses.

All of them are bad.

Thundercloud
Mar 28, 2010

To boldly be eaten where no grot has been eaten before!

Zaphod42 posted:

I don't even like jeanstealers and I have an entire box of them

I've got over 100 without deliberately buying any.

Shadin
Jun 28, 2009

JcDent posted:

I think he just doesn't like 8th edition and is just looking for excuses.

All of them are bad.

The funny part is that I've never played 40k proper but 8th edition is making me consider trying it.

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Shadin posted:

The funny part is that I've never played 40k proper but 8th edition is making me consider trying it.

Games Workshop actually listening to what their customers want is a hell of a thing. Just the promise of a faster playing version was enough to get me excited.

Shadin
Jun 28, 2009

Lord_Hambrose posted:

Games Workshop actually listening to what their customers want is a hell of a thing. Just the promise of a faster playing version was enough to get me excited.

Yeah, that was always the thing for me, time. Well, and the game didn't look all that great for the time investment needed, so specialist games and video games scratched my 40k itch fine. This new edition looks like the rules are a lot better and it won't take 14 hours to play, which immediately solves both primary reasons I had for not playing 40k.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
So, I have a squad of Guardsmen and three GSCs from the Goliath box. Would a team of
Sarge (laspistol, chainsword)
3 carapace vets
3 regular vets
3 specialist (sniper, plasma and frag grenade launcher)
Be any good?

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

Lord_Hambrose posted:

Games Workshop actually listening to what their customers want is a hell of a thing. Just the promise of a faster playing version was enough to get me excited.

Yeah but whether they actually deliver a faster playing version remains to be seen.

Shadin posted:

Yeah, that was always the thing for me, time. Well, and the game didn't look all that great for the time investment needed, so specialist games and video games scratched my 40k itch fine. This new edition looks like the rules are a lot better and it won't take 14 hours to play, which immediately solves both primary reasons I had for not playing 40k.

The primary reason to avoid 40k is to avoid setting your money on fire.

I avoided it as a kid even though I liked 40k style because I couldn't afford it. I got a real grown up job and next thing I know I have a closet full of plastic and resin...

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
Well, historicals fans also like shoveling money into a fire, but they have a safety net in the form of many, many, many competing rulesets for every period/scale/basing combo. If you want to push plastic Nazis around, you'll be drowning in rulesets.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

JcDent posted:

Well, historicals fans also like shoveling money into a fire, but they have a safety net in the form of many, many, many competing rulesets for every period/scale/basing combo. If you want to push plastic Nazis around, you'll be drowning in rulesets.

That's why anybody smart is trying to create some unique IP so they can set up an effective monopoly.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!

Zaphod42 posted:

That's why anybody smart is trying to create some unique IP so they can set up an effective monopoly.

Well, you still have the odd old fart making rules/setting agnostic miniatures, too.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

JcDent posted:

Well, you still have the odd old fart making rules/setting agnostic miniatures, too.

I'd say Frostgrave has done pretty well out of it, although they do have their own official miniatures line to back it up too.

Shadin
Jun 28, 2009

Zaphod42 posted:

Yeah but whether they actually deliver a faster playing version remains to be seen.


The primary reason to avoid 40k is to avoid setting your money on fire.

I avoided it as a kid even though I liked 40k style because I couldn't afford it. I got a real grown up job and next thing I know I have a closet full of plastic and resin...

Yeah, though that's kind of happened already with the specialist games. I do think I prefer skirmish games more in general, so may just pick up SW and call it a day. Will have to see what the Kill Team equivalent for 8th is.

Adbot
ADBOT LOVES YOU

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
HoR 8th edition, duh.

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