|
I’m still enjoying the hell out of this game, don’t get me wrong. It needs some work to tweak balance bits but at its core it is great. My pal made a great point yesterday about how tactics cards can be like roleplay-ish story elements. Could be that you have this one guy who always goes a bit beast mode when his buddies go down, or is always getting teeth knocked out (these are both interpretations of what’s going on with two of the new cards in the Orlock pack) and I think that style of doing things really taps into how I and my gaming group like to play this game.
|
# ? Feb 23, 2018 18:08 |
|
|
# ? May 10, 2024 15:07 |
|
ineptmule posted:I’m still enjoying the hell out of this game, don’t get me wrong. specialistgames.txt Also you and your friends are definitely doing it right. That's a great way to look at the cards and that RPish addition makes the games way more fun.
|
# ? Feb 23, 2018 18:09 |
|
ineptmule posted:I’m still enjoying the hell out of this game, don’t get me wrong. It needs some work to tweak balance bits but at its core it is great. Is that at the Guild in central, or a group of mates?
|
# ? Feb 23, 2018 18:23 |
|
It’s a group of mates, but we play wherever we can find space. We’re getting semi regular Thursday sessions going on at a pub in Borough. Last night went to the new smaller games night organised by the Guild just next to the British Museum. It’s a really good venue, perfect for Shadespire and Blood Bowl. Only one of the tables is big enough for Necro though.
|
# ? Feb 23, 2018 19:00 |
|
https://www.warhammer-community.com/2018/02/23/coming-march-blood-snakes-battlesuitsgw-homepage-post-4fw-homepage-post-2/ Lot in here but they specifically call out White Dwarf rules for Genestealer Cult gangs
|
# ? Feb 23, 2018 20:31 |
|
I just think that Inhumanly Yough works well on the so-high-on-stims-they're-tony-montana Goliaths.
|
# ? Feb 23, 2018 21:08 |
|
AnEdgelord posted:https://www.warhammer-community.com/2018/02/23/coming-march-blood-snakes-battlesuitsgw-homepage-post-4fw-homepage-post-2/ I hope they do something like this for chaos next
|
# ? Feb 25, 2018 03:47 |
|
So my friend Phil has lost two stunningly painted Blood Bowl teams. He is pretty sure he left his figures case in his Uber home after the Hard6 tournament in London this weekend. One Dark Elf team and a Vampires team that he won best painted for at the tourno. I only have a pic for the Vamps for now. Any Blood Bowlers in London please keep an eye out for the teams. It’s a very long shot for them to resurface but it’s possible that he lost them elsewhere than in the Uber (at the venue, or the pub after) and maybe one of the other players found it and is trying to find a way to return them.
|
# ? Feb 26, 2018 16:34 |
|
Can't you get in touch with the drivers after the ride if you have to? I mean, the app tells you who drove you?
|
# ? Feb 26, 2018 17:35 |
|
He’s been doing that too, driver doesn’t have it, possible a subsequent passenger picked it up.
|
# ? Feb 26, 2018 18:08 |
|
A quickleak of jeanstealer cult rules in NM: https://war-of-sigmar.herokuapp.com/bloggings/2766
|
# ? Feb 27, 2018 15:01 |
|
They look fun. Some of the comments beneath that article are so stupid. I should not have touched the poop. I might give the Cult a try for my next Gang.
|
# ? Feb 27, 2018 16:07 |
|
ineptmule posted:They look fun. Some of the comments beneath that article are so stupid. I should not have touched the poop. Never get out of the boat. The mangoes aren't worth it.
|
# ? Feb 27, 2018 16:11 |
|
Okay, so I'm looking into newcromunda, and I've already gone and bought the new orlocks because they look pretty cool. I'm probably going to grab their faction dice/cards (and I guess the other faction cards so I can get all the generic cards?). Do I need to grab the core box if I'm only interested in campaign play? Or can I get everything I need by just getting the Gang War supplements, the cards, and the dice? And as a minor tangent - has anyone played Osprey's Scrappers game? If so, what's it like (good, bad, etc)?
|
# ? Feb 27, 2018 16:22 |
|
mcjomar posted:And as a minor tangent - has anyone played Osprey's Scrappers game? If so, what's it like (good, bad, etc)? I have, once. It's a lot more in-depth than Necro due to the traits system (nowhere near as bad as Rogue Stars though) and some of the rules felt a bit clunky (like derived stats for close combat requiring you to make a pool of D10s, etc.) but overall I had fun with it.
|
# ? Feb 27, 2018 17:08 |
|
JcDent posted:A quickleak of jeanstealer cult rules in NM: Okay these guys look insane. Their average stats and slow movement prevent them from being an early-campaign powerhouse, but I think they’re going to scale wildly once they get a few games in. Access to Ferocity and Cunning means they can cherry pick Infiltrate and randomly buff out on the Ferocity tree (one of the only skills with no real duds) from then on. Adept skills are pretty okay, familiars don’t seem to give too much aside from allowing an extra dose of assistance in melee, overshadowed by rerolled attacks for all your nearby dudes or the option to essentially prevent a close enemy from shooting/swinging with hypnosis. Buuuuut all that is moot because of the Webber. Good god, the Webber. A S5 template weapon that completely disables a model with a successful roll? Pop one on an infiltrating acolyte and go to town. Half of the enemy gang will be reduced to crawling around, and whoever’s left will be forced to try and stop a tide of neophytes rushing in for the free coup-de-grace(s). And that’s assuming you don’t make your other champ a CC monster with infiltrate too. Watch out for the cult. These guys are going to be nasty.
|
# ? Feb 27, 2018 18:26 |
|
mcjomar posted:
Unless you can find the necromunda rulebook on ebay, you have to buy the huge expensive box.
|
# ? Feb 28, 2018 02:22 |
|
muggins posted:Unless you can find the necromunda rulebook on ebay, you have to buy the huge expensive box. drat okay. I've spotted it solo a few times but I've also got a few pdfs of the rulebook as well. Would those get me through?
|
# ? Feb 28, 2018 08:08 |
|
mcjomar posted:drat okay. It will. Though I'd advise getting the main book and maybe spite--ing the rest until they release an almanac or whatever.
|
# ? Feb 28, 2018 09:28 |
|
If you plug "necromunda underhive transcribe reddit" into Google you'll arrive in a wonderous place.
|
# ? Feb 28, 2018 12:12 |
|
Snidesworth posted:If you plug "necromunda underhive transcribe reddit" into Google you'll arrive in a wonderous place. This is the best thing, thanks! Now I'll just save for those cards/dice, and be good to go! (and get Scrappers on the way past I guess). E: it looks like ITT and judging by my skim of the rulebook, bigger gangs are better now (whereas before, you got taxed out the rear end if you had more than 10 dudes in a gang)? So maybe I'll need more than just one box of Orlocks in a campaign? mcjomar fucked around with this message at 13:05 on Feb 28, 2018 |
# ? Feb 28, 2018 12:23 |
|
Bigger gangs are certainly viable now, but you want to avoid spamming bodies for the sake of numbers. It’ll inflate your rating to the point that underdog bonuses will outpace your advancement, even if you’re playing well.
|
# ? Feb 28, 2018 13:43 |
|
What even are the underdog bonuses though! I haven’t found any.
|
# ? Feb 28, 2018 14:08 |
|
mcjomar posted:(and get Scrappers on the way past I guess). Scrappers looks really cool and I'm sad I haven't gotten anyone to play it yet.
|
# ? Feb 28, 2018 14:20 |
|
ineptmule posted:What even are the underdog bonuses though! I haven’t found any. In all of the released post-box set scenarios it's just rep gain, I think. You get 1 point of rep for every full 100 points your opponent's gang's rating exceeds your own. Rep decides who gets into the showdown in a gang war finale and affects how many hangers on you can have, but I'm not sure it's worth much. A lower gang rating does also mean that you're much more likely to choose the scenario being played than your opponent, though, which can help even things out. But yeah, there's no real penalty for a gang getting too big that I can see.
|
# ? Feb 28, 2018 14:55 |
|
At 10 Rep you can get a third champion so that’s probably going to help. As long as you can afford it that is.
|
# ? Feb 28, 2018 14:59 |
|
Snidesworth posted:and affects how many hangers on you can have, but I'm not sure it's worth much. Hangers are pretty powerful though, especially if you get an early jump. Runners let you fine-tune your special turf grabs (ducts and tunnels win games), ammo jacks negate Click, and docs keep everyone alive. They’re essentially a permanent tactics card that you’ll always have at the ready.
|
# ? Feb 28, 2018 15:46 |
|
I went for a slopper because I always seem to have fools in Recovery
|
# ? Feb 28, 2018 15:48 |
|
I tend to like doctors/medics if it gives me reassurance (or the illusion thereof) that I might be able to prevent the loss of an important gang member, so if I can get hangers on at some point during a campaign, I'll probably go that way first (or pick medic as the savant skill for one of my champions maybe).
|
# ? Feb 28, 2018 16:43 |
|
I thought the Doc hangers on only allowed you to do another Medical Escort post game action, which still requires you to have enough cash to pay the doc and (as I found) also has a chance of failure.
|
# ? Feb 28, 2018 20:41 |
|
Nah, Rogue Docs don't cost any creds and are utilised "in addition to any other actions made by the gang's Leader or Champions." The downside is that you'll never get a Full Recovery, but even if they save a single ganger they'll probably have paid for themselves.
|
# ? Feb 28, 2018 20:47 |
|
That’s much better than I thought. Will have to get one as soon as I get enough rep. Might be a while before I can get out of these here woods, with only three fighters showing up to my next game...
|
# ? Feb 28, 2018 21:57 |
|
Leader sawn off stub pistol servo claw 4 gangers autogun 2 gangers shotgun Juve stub pistol knife 2 champions spear gun 40 credits left: I could spent on stub pistols for everyone, or upgrade the spearguns to heavy stubbers to give me more dakka. The speargun is cool, what with impale, drag, and the damage, but it's short ranged, while the heavy stubber is still a reasonable heavy weapon, with the range to reach across a board if you can find the right spot. The Orlock models seem to conform to the modern style of largely monopose torsos and legs, with ability to vary arms and heads, much like some of their other kits. Bases aren't bad - nice but generic detailing. I'm trying to figure this out now rather than later, unless I decide to get a second box of these guys, which would solve the issue quite nicely. plan with the above loadout would be champions and autogun gangers providing covering fire, while the leader and shotgun gangers (plus juve meatshield) advance on objectives. I'd prefer lasguns due to their ammo roll, but the only way to get those for Orlocks is to buy them from the trade post later on.
|
# ? Mar 1, 2018 13:03 |
|
mcjomar posted:Leader Thats all less than 1000 credits? I barely managed a 7 man gang.
|
# ? Mar 1, 2018 13:20 |
|
I have a similar list only I have a second juve, 1 champion has a combat shotgun, and instead of shotguns I gave two gangers dual stub pistols. The dual stub pistol guys were the MVPs of my first game.
|
# ? Mar 1, 2018 13:30 |
|
Is anyone else playing (or has played) Blood Bowl at Adepticon? I have some questions about the rules. 1. Skill packs: Why would anyone take anything but the Standard Skill Pack (5 normal skills to 5 different players, and a 6th normal or doubles skill to a 6th player)? 2. Roster resets: It says that rosters reset after every game, and gives the example that "all casualties are healed". Doe this mean all SPPs are reset, too? 3. I know what the CRP is, but they reference BB16/17 a lot, and I'm not sure what those are. Are those just shorthand names for the recent GW releases of Blood Bowl's rules?
|
# ? Mar 1, 2018 16:52 |
|
bonds0097 posted:Thats all less than 1000 credits? I barely managed a 7 man gang. In both Goliath and Orlock starting gangs (and I have drawn up a few since getting the books) I have aimed for 10 models each time. It's a bit of a squeeze and certainly won't allow any super fancy weapons for leader and champions, but it is doable. I thought that was better because of both attrition from injuries (you might go down to a simply unworkable number of models after a bad game, leading to a spiral of defeats) and because your experience comes from taking part in games. Better to get your blokes out there with one simple gun and start gaining xp than buy them in later on.
|
# ? Mar 1, 2018 17:48 |
|
Yeah, that's sort of my approach here, although I do worry about backup weapons, or a lack of melee options . I'm sort of thinking, maybe, one champion with a speargun, one with a heavy stubber, and then use the 20 credits left over either for stash, two knives (for champions) or 4 stub pistols (for whoever maybe needs them). The shotguns and autoguns look a bit similar in the kit (both have drum mags), but I think the shotguns have two barrel-ey bits on the front of the gun, while the autoguns have one thicker muzzle (right?). A pity, as I'd prefer they were a bit more distinct to tell them apart from a few feet away. I guess it fits the Orlock style of "lots of solid dakka slung downrange" though.
|
# ? Mar 1, 2018 18:48 |
|
Melee weapons are expensive man. Even a fighting knife is 15 credits. It took me several games before I started buying backup melee gear for my Van Saar. Different for Goliath to be sure, but then they need the weapons less due to being beefcakes.
|
# ? Mar 1, 2018 18:59 |
|
|
# ? May 10, 2024 15:07 |
|
One solution would be to paint shot- and auto- guns different colors, or at least their ammo drums. I was also a bit confused looking at them on the sprue. I'm planning to build some GSCultists tonight, with an eye towards building what looks cool. I'm surprised web pistols aren't in the NM list. Is there anything I should just avoid assembling for NM?
|
# ? Mar 1, 2018 19:23 |