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Zark the Damned posted:
good boy
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# ? Apr 23, 2018 15:20 |
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# ? Jun 12, 2024 07:58 |
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Genghis Cohen posted:Interesting, I haven't been able to take part in a proper campaign yet, thought it was more than that. Perhaps my perspective is warped as I was planning on Orlocks and using starting skills such as Fixer and Savvy Trader which make more money and cheaper items. There are also I think some missions where you can gain credits by accomplishing the loot objectives? You're right though, it's a luck game and if you go into a downward spiral then it's hard to pull it back. During a Turf War, for any given engagement, the underdog has a 60% chance of picking scenario AND being the attacker. This gives them a real edge during the game and much better potential rewards, though it can still be an uphill battle if the disparity is bad enough. On a campaign level, there are two major catchup mechanics: 1) “Existing Gangs” limits: as you identified, all but one player in a campaign will be limited to rolling over 2k credits’ worth of guys. Because suffering wounds decreases stats without affecting Rating or offsetting the number of Advances that a model has received, veteran models become monstrously expensive even if their stat lines aren’t significantly better than they were originally. Gear is the most efficient way to improve models, but since you can’t remove it once it’s assigned, you’re limited to (a) alternate builds, which doesn’t affect Rating much but does suck up a lot of income, or (b) buying new dudes, ratcheting up Rating and potentially diluting your power as a defender. 2) “New Gangs” option: anybody can drop what they have and make a new gang with 1000 credits. A brand new 1k credit gang is unquestionably more than 50% as powerful as a 2k Gang, because starting Leaders and Champions are so points-efficient and you can build them however you like all at once. An existing can’t hoard credits without fearing Looters, and an existing gang will inevitably have a lot of fatty wounded and/or upgraded models that can’t be efficiently pruned away. That being said, it’s still a real issue in 1v1 Turf Wars. What we’re doing in ours to help balance is, first, not choosing an Overlord, and second, not permitting either player to use more than 12 models in any individual game. The second restriction also helps manage game length.
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# ? Apr 23, 2018 16:53 |
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Zark the Damned posted:
Want
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# ? Apr 23, 2018 23:12 |
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glitchkrieg posted:Picked up 15 Arbites for no money the other week but they were missing the Mastiff, so I guess this means I'm ordering from FW... Anvil Industries has cyber dogs in scale. I ordered one of their specialist squads to be the heavies for my Chaos gang as well.
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# ? Apr 24, 2018 01:32 |
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Liquid Communism posted:Anvil Industries has cyber dogs in scale. They're in the "Afterlife" game section not the Regiments one.
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# ? Apr 24, 2018 01:35 |
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As I’ve said elsewhere, it is just incredibly irresponsible of that guy, as a pet owner, to run a plasma pistol. Who’s going to take care of his dog after his gun explodes and kills him?
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# ? Apr 24, 2018 03:04 |
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Pretty sure that dog can take care of itself
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# ? Apr 24, 2018 03:20 |
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Safety Factor posted:An old marine model is just as usable today Eh, bigmarines kinda hosed this up
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# ? Apr 24, 2018 03:53 |
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Zaphod42 posted:Eh, bigmarines kinda hosed this up You can still use squatmarines, they just look really awkwardly silly compared to how good the Primaris sculpts are. I think it's most obvious with the Dreads, though. My old Bjorn is barely taller than my Primaris captain in Gravis. In exchange, the Primaris got gimpy new rules that limit their role substantially so they aren't a 'replacement' to appease the grogs who would whine about 'having' to rebuy their whole collection.
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# ? Apr 24, 2018 07:00 |
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Liquid Communism posted:You can still use squatmarines, they just look really awkwardly silly compared to how good the Primaris sculpts are. I think it's most obvious with the Dreads, though. My old Bjorn is barely taller than my Primaris captain in Gravis. Yes and no? Intercessors aren't fantastic, but they're a hell of a lot better than tacticals. And hellblasters are probably the best marine infantry unit bar none.
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# ? Apr 24, 2018 09:19 |
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Zaphod42 posted:Eh, bigmarines kinda hosed this up Truth I have a load of unassembled manlet marines that I don't know what to do with now
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# ? Apr 24, 2018 10:53 |
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Moola posted:Truth Play Horus Heresy?
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# ? Apr 24, 2018 12:07 |
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haha, no But for real; I don't like the old models anymore because the Big Bois have much better proportions and dynamic poses. Also I don't think theres much of a market for regular marines on ebay etc anymore?
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# ? Apr 24, 2018 12:16 |
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Moola posted:haha, no I was reading this the other day (the guy used to be big into True-Scaling back when that was a thing, it's still a good blog) recently and he makes the point that the legs and arms (and as we know, shoulders and heads since they're interchangable) are actually more-or-less the same size between olds and Chads, it's just that Chads don't have an operation where they get most of their abdomen removed anymore (the way olds apparently did).
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# ? Apr 24, 2018 13:11 |
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Schadenboner posted:I was reading this the other day (the guy used to be big into True-Scaling back when that was a thing, it's still a good blog) recently and he makes the point that the legs and arms (and as we know, shoulders and heads since they're interchangable) are actually more-or-less the same size between olds and Chads, it's just that Chads don't have an operation where they get most of their abdomen removed anymore (the way olds apparently did). Ugh, no? Just compared some Primarines to some oldies and Primarine legs are way longer.
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# ? Apr 24, 2018 13:34 |
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yeah the oldies also mostly do the dreaded 'power-squat' aka 'I just power shat my power pants' I have a big bag of the monopose Blackreach marines, and they would need a lot of custom work to fit it with the Biggos
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# ? Apr 24, 2018 15:15 |
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JcDent posted:Ugh, no? Just compared some Primarines to some oldies and Primarine legs are way longer. Yeah that article is really weird, he says the legs are only slightly longer but in his pictures you can see that they are like 40% longer. Most of the extra primaris height seems to be in the legs, with everything else besides the heads and shoulder pads getting slightly bulkier.
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# ? Apr 24, 2018 19:55 |
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anyone wanna buy a big bag of smallmarines?
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# ? Apr 24, 2018 23:17 |
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Moola posted:anyone wanna buy a big bag of smallmarines? Put them up on the Middlehammer Facebook group. Someone usually is after that kind of stuff.
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# ? Apr 25, 2018 00:36 |
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Moola posted:anyone wanna buy a big bag of smallmarines? I would say yes if I didn't have literally three sets of Black Reach marines I just pushed to the side in favor of a single Dark Imperium set. Big Marines are so much better it's disgusting.
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# ? Apr 25, 2018 01:39 |
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biglys dont have chainswords so they can gently caress off
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# ? Apr 25, 2018 03:51 |
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Yeah, all of my smoll Marines got promoted to Sternguard Vets and if I ever get to Assault Marines, they'll be Vanguard dudes. Shame about Primarines being so loving boring rules-wise, intercessors/regular biglies look cool. Not a fan of anything in Gravis armor and the drop-bolters. Will try giving spook marines chainswords if I ever get any, they're the same as their knives as far as rules go, but much cooler.
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# ? Apr 25, 2018 05:35 |
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JcDent posted:spook marines Mods? He's talking bad about my Lions.
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# ? Apr 25, 2018 05:37 |
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Liquid Communism posted:You can still use squatmarines, they just look really awkwardly silly compared to how good the Primaris sculpts are. That's what I mean by kinda
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# ? Apr 25, 2018 05:54 |
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I have a Dark Imperium Intercessor sarge with a MK III helmet and he looks boss
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# ? Apr 25, 2018 06:26 |
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This isn’t spesh games chat you guys
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# ? Apr 25, 2018 07:37 |
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So, while I've successfully started games with the full 10, the question is - I've got another set of 10 orlocks. Should I keep them and assume I'll somehow get more than 10 dudes down the line during a campaign? Or should I assume I'll probably never be able to break past 10, and sell the extras? Has anyone played/completed a necromunda campaign far enough with the new rules to tell?
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# ? Apr 26, 2018 10:24 |
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You want boys before toys until you are comfortably in the 12-14 blokes bracket. You may also want to make alternative loadouts for leaders and champions. Considering how relatively good value the Necro gangs are I would keep your second box as spare parts for these purposes. 12-14 is the sweet spot that my group has found - it enables you to overwhelm smaller gangs in whole-team encounters and ensure that you have plenty of bodies to fill the crews out in smaller battles even if you have a dreadful game and end up with loads of guys In Recovery.
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# ? Apr 26, 2018 10:29 |
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I haven't got campaign experience, but for when I do, I'm stockpiling a few extra unbuilt Orlocks. Your gang might or might not get larger, but you will almost certainly upgrade some weapons as the campaign goes on, so it will be handy to be able to build new minis to represent that rather than retro-convert what you've already made and painted. There will be new weapon options in a week or two from Gang War 3, and eventually FW weapon packs, so having some spare models to arm with these could be useful.
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# ? Apr 26, 2018 10:34 |
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8 games in and some of my gangers still haven't got an advance. A few have loving useless ones like Cool and Intelligence. One girl though? Toughness 5. Doesn't matter if she can't hit anything in combat, you're not taking her down. I'm now going to try and find an appropriately sized model to represent how much she can tank.
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# ? Apr 26, 2018 13:44 |
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Are goliath models very big in comparison to space marines or primaris? I'm wondering if they would be useful for customising parts.
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# ? Apr 26, 2018 15:35 |
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xutech posted:Are goliath models very big in comparison to space marines or primaris? I'm wondering if they would be useful for customising parts. I've seen a better comparison image, but I can't find it at the moment:
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# ? Apr 26, 2018 15:51 |
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Any minigeddon experts in here? My test print of a 6mm vehicle went pretty well, so I'm going to start dipping my toes. Onslaught has nice Dark Eldar infantry, so they're what I'm going for! How does this look? Incompertus, 1000 POINTS Kabal of Pain's Way (NetEA Army List Compendium 2012) ================================================== KABAL COTERIE [300] 4 Incubi, Archon, 2 Raider KABAL SYNDICATE [250] 6 Warriors, Dracon, 3 Raider WYCH CULT [225] 6 Wyches, 3 Raider, Sybarite SCOURGE FLIGHT [225] 6 Scourges
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# ? Apr 26, 2018 20:17 |
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Home sick, so I took some notes from the WarhammerTV Gang War 3 preview. I missed the first hour (thought it was GMT, not BST), but the second hour was full of info. Caught some of the battle report too. This is the first book of the series with the two new Necromunda leads writing it. It seems to contain a ton of stuff. Van Saars I’m guessing they covered the Van Saar list in the first hour, cause they really didn’t talk about it much. Along with Van Saars, there's a few named characters/hired-guns including new Orlock with the cyber mastiff. Van Saar are obviously the shooty and technological gang. They’re frail, not liking close combat – so toys to compensate. Bad initiative. Easy access to plasma, suppression lasers (laser shotguns?!), grav weapons in house list.They said that Van Saar lasguns are better than standard – but I’m not sure how. Rad Cannon and Rad Grenades in house list as well. Rad Cannon is range 32, Blast. New Rad-phage rule – models hit take a flesh wound regardless of the wound/injury results. Van Saar suits mean they’re immune to rad. Brutes Brutes are hireable, big dumb guys. They include things like Ambots and Slave Ogryns. They’re a new class of Hanger On. The list will be greatly expanded in the future. Each gang will be getting a themed brute. Brutes are slow, but hit hard in close combat. However, they may not always do what you want. Pets Pets are upgrades for leaders and champions. There are limits for how many you can take based on pet type. Eg. One guy can take up to 3 cyber mastiffs. Not sure if there’s a gang limit though – or just capped at champion limit. Pets usually have to stay close to the model that owns them. Can't go further than 3". Some have extended ranges, like Escher Phyrr cats that can go up to 9". Each pet has different advantages and rules. Eg. Fighters can’t be coup de grace’d when they have a cyber mastiff. Cyber mastiffs are better at detection of attackers during sentry missions. Van Saar cyberarachnid is great on terrain and has different weapon modules they can plug in. Pets can gain limited skills. Skill lists reflect gangs they're from. Confirmed pets in GW3: cyber mastiff, phyrr cats, sump croc, cyberarachnid, caryatid. Caryatid is a weird cherub baby thing that is attracted to lucky gangers and makes them luckier. But, if you start to fail, it can betray you. Trading Post Trading post = "Crazy amount of new stuff". Contains all house weapons and all imperial weapons from 40k. Some weapons are still house-exclusive (eg. Escher chem-thrower). Gangs can have different prices for different weapons. Huge amount of new wargear including force fields and displacer fields. Lots of ammo and armour types. Servo skulls are new wargear with lots of different types that have different bonuses. No xenos weapons "yet", but lots of stuff that hasn't been seen before on 40k battlefields. House lists have been extended so there are more options at creation time. Eg. everyone can take heavy stubbers when they create gangs now. Not sure if this means that there is an extended “house item list” for everyone, or if it’s the whole trading post open at gang creation. Expanded Campaign Rules Tons of new campaign rules (think Turf War 2.0). A big expansion. Expanded role of arbitrator More advice and guidance on running campaigns. Balancing mechanisms for gangs – buffs for lower gangs, challenges for better gangs. New options for battles, campaign events. Introduces monsters, independent gangs (gilder watchmen, or other groups with narrative roles in the scenarios) Narrative Scenarios A lot of new scenarios Each scenario can be played in either Zone Mortalis or Sector Mechnicus styles. Each can be played as a skirmish, campaign, or "arbitrated campaign game" (add monsters, etc.) Last Stand: Was the Warhammer TV battle report. One gang sets up whole crew within 6” of the middle of table as defender. Attackers can start on any and all table edges. Attacker has 7 turns to wipe defenders. When an attacker model is knocked out of action, it gets recycled back on as a reinforcement. Not sure if they can bring on new models as reinforcements. Escape the Pit: Two gangs are down in a disused part of the hive. Some ancient mechanism has come to life and the walls start to close in garbage compactor-style (or a hive section starts collapsing, etc.). Start with gangs on either side of the board and an escape point in the middle. Grab loot and get out. At the end of each turn, there’s a chance that the hive closes in. Eg. take a board tile off if playing 2D or reduce playing size by 6" if playing 3D. Gangers have a chance to scramble out of the section right before it goes. Downtown Dustup: Two gangs have found themselves in a settlement. Both are claiming its as their own. NPC civilian hive-dwellers are scattered around the bord. They'll react to combat (behaviour table with 3? random results). Gotta keep the civilians alive and protect them to have better rewards post-mission. Shootout: It’s back! Similar to 1st edition. Big rep rewards for holding nerve. Caravan Heist: Great for making money. A guilder caravan moves slowly across the board and one gang has to defend it from ambushers. Can model the caravan as trucks, wagons, etc. Can kit the caravan model out with heavy stubbers, flamers, etc. for defense. “Tough nut to crack, but lots of money to be made.” Spook Harvest: One gang fights their way into a spook-growing area. Gotta harvest as much as you can and get out. When you harvest, there’s a chance it'll mess you up. You have to roll on a table (not sure if it happens if you fail a test, or every time). Results: Oh god oh god oh god: ganger panics, may attack his friends It’s like the universe is in my mind: random “power” Today, I am the emperor: “you are your ‘best self’ and you go and thrash people” In the Dark: Gang fight, but in total darkness. “Pitch Black” rules in effect. Can see about 3”. Wargear can help you overcome (night vision goggles, etc.). Muzzle flashes (or being on fire) give you away. Horrors and monsters may lurk in the dark. Monster Hunt: Uses tentacle terrain piece - but LOTS of them. A bounty has been placed on a monster – but you have to go flush it out first. Tentacles start to pop up as gangers get seriously injured. After you kill a certain amount, the giant monster turns up. Gang who gets killing blow gets tons of money. Multiplayer New rules for multiplayer games - including MP-specific scenarios. They ran out of time, but one example was "Pit fight", where each player takes one of their champions to brawl gladiator-style.
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# ? Apr 26, 2018 22:46 |
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I was hoping for a write-up like that. Thanks. Gang War 3 is sounding pretty good, to be honest. Definitely better than the fairly anemic 2. It's great they're going to be differentiating pets like that. Excited to get a dog for my Orlocks.
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# ? Apr 26, 2018 23:40 |
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Oh that was you? I just saw that posted on FB, thanks a ton for the write up. Jeez, it looks like GW3 has pretty much everything I wanted out of Necromunda. I am jazzed.
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# ? Apr 27, 2018 01:04 |
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Merton Blask posted:Oh that was you? I just saw that posted on FB, thanks a ton for the write up. Yeah, it definitely seems like GW3 is a must-buy. Like it'll actually make Necromunda feel like a complete game (minus the two remaining house gangs to be released, that is). I went from being so-so on the idea of more books to being actually curious about what they'll do with GW4.
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# ? Apr 27, 2018 01:13 |
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Galaspar posted:I haven't got campaign experience, but for when I do, I'm stockpiling a few extra unbuilt Orlocks. Your gang might or might not get larger, but you will almost certainly upgrade some weapons as the campaign goes on, so it will be handy to be able to build new minis to represent that rather than retro-convert what you've already made and painted. There will be new weapon options in a week or two from Gang War 3, and eventually FW weapon packs, so having some spare models to arm with these could be useful. I've already built that second box (I got too excited for my own good). I've got one spare autogun ganger, two spare shotgunners, a second speargun and heavy stubber, a second leader-esque model, and then 4 dudes with pistols and knives. I guess I'll keep what I've got, as shotguns are downright dirty, and autoguns make for great mini-heavy stubber type weapons, but with more mobility. Plus a horde of choppy juves to use as meatshields is always fun. Thanks!
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# ? Apr 27, 2018 08:30 |
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drat, GW3 looks hot. Expanding the Trading Post should fix my problem with my Cultists not having much in the way of options for loadouts as well. Wonder if we'll get a pet...
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# ? Apr 27, 2018 09:08 |
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# ? Jun 12, 2024 07:58 |
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Fully erect RN. Also, Goliath Weapon Kit 2 is my waifu.
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# ? Apr 27, 2018 10:30 |