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Nebalebadingdong
Jun 30, 2005

i made a video game.
why not give it a try!?
Thanks! I absolutely LOVE the copplestone 10mm and 15mm ranges and wish they'd expand them

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thocan
Jan 18, 2014

Genghis Cohen posted:

Enough to make a gang, yes. If you take that gang through a campaign, you will want another, unless you are magnetising (I personally do t magnetise infantry models) or breaking them up and remodelling, or plan things out super meticulously and proxy a fair bit. Even then, you'd be a bit handicapped. Most gangs eventually include 10-15 models even if they never field more than 10 in a game.

Also worth noting that they're still saying House of Iron (orlock specific book) is slated for a Q4 release, and presumably that will include new models in a similar fashion to what Goliath and Escher got/are getting. So if you do decide to go Orlock, it may be worth not going all in with two full boxes if you aren't pressed for time on having a full gang. At least, that's what I'm doing right now, since playing in my area is still near impossible. Your mileage may vary, and if you decide to go Delaque, their update book still isn't scheduled.

Hedningen
May 4, 2013

Enough sideburns to last a lifetime.
Building a Bloodbowl team for a local league, and I was wondering what general strategies might be good.

The Bloodbay Slaughterers posted:

  • 7 Beastmen
  • 4 Chaos Chosen
  • 3 Re-rolls

Going to probably run a bashy game, with goal to focus on violent blocking and aiming to use injuries to their fullest. Any recommendations?

radlum
May 13, 2013

thocan posted:

Also worth noting that they're still saying House of Iron (orlock specific book) is slated for a Q4 release, and presumably that will include new models in a similar fashion to what Goliath and Escher got/are getting. So if you do decide to go Orlock, it may be worth not going all in with two full boxes if you aren't pressed for time on having a full gang. At least, that's what I'm doing right now, since playing in my area is still near impossible. Your mileage may vary, and if you decide to go Delaque, their update book still isn't scheduled.

Thanks for the advice; might go Orlock and get just one box to work on until I can get actual games on my area.

Zaphod42
Sep 13, 2012

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

Hedningen posted:

Building a Bloodbowl team for a local league, and I was wondering what general strategies might be good.


Going to probably run a bashy game, with goal to focus on violent blocking and aiming to use injuries to their fullest. Any recommendations?

https://fumbbl.com/help:LRB6ChaosStrategy

https://fumbbl.com/help:LRB6ChaosSetUp

https://fumbbl.com/help:LRB6ChaosSurvey

Big Bad Beetleborg
Apr 8, 2007

Things may come to those who wait...but only the things left by those who hustle.

Is there a confirmed release date for the new Blood Bowl? Considering getting a bunch of work people into it - since we've just gone into lockdown again everyone's gonna have painting time.

long-ass nips Diane
Dec 13, 2010

Breathe.

Big Bad Beetleborg posted:

Is there a confirmed release date for the new Blood Bowl? Considering getting a bunch of work people into it - since we've just gone into lockdown again everyone's gonna have painting time.

All they've said so far is this holiday.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Hedningen posted:

Building a Bloodbowl team for a local league, and I was wondering what general strategies might be good.


Going to probably run a bashy game, with goal to focus on violent blocking and aiming to use injuries to their fullest. Any recommendations?

The links posted will help, but if you’re new to the game here are some generic pointers.

Chaos struggle in early games of a league because they lack any core skills (Block, Dodge, Sure Hands)

Chaos Warriors are tricky to level up due to being slower, so try to score with them if you ever get an opportunity. When they develop it will really help your team. Block and then Guard, Mighty Blow are good picks for them to start with. Sometimes you can make a case for taking Mighty Blow first on one Chaos Warrior in order to have somebody more adept at hurting stuff, and it can accelerate their development too ... just prolongs your time of fearing Both Down results when blocking.

Beastmen are great blitzers because of being a bit faster and having Horns for the ST4. It makes them as strong as the Warriors on the offence. This can sometimes surprise opponents and it also opens up options for some unusual plays like blitzing clear with your ball carrier if boxed in, opening up a route to score.

It can be worth stacking your assists to make ST4 blocks on ST3 guys into three dice. This requires 3 assists assuming no opponent assists. This greatly increases your chances of knocking them down safely - however it can also lead to making big holes in your line. This may be best used if it traps or can knock down the opposition main scoring threat, star blitzer, or other key player. Keep it in mind and use appropriately! When you get the Minotaur, he needs much less assistance to get 3 dice, which can be a lot of fun.

While on that note, the Minotaur needs a whole other playbook as he is rather temperamental.

Playing for bash is good as that’s what Chaos does, however you are no more likely to break armour than an Elf team with your starting lineup. You will need to practice positional play to maximise your hitting opportunities, eg. stacking TZs to make dodging away harder, placing your guys so that pushes on blocks can get them into positions to be hit again, looking for surfing opportunities, etc.

Be conservative with your rerolls. Try not to use them when Blocking. If it saves you from an early turnover, then it’s probably best to use it so that you don’t lose your whole turn. If it’s a Both Down on a Chaos Warrior’s block and he’s going later in your turn, then it’s often wisest to just accept it. Try to position your guys who are free to move without dice so that blocking turnovers won’t leave huge holes in your defence, so that you can accept some of those inevitable Both Downs and Attacker Downs and keep the rerolls for when you really need them.

Squibsy fucked around with this message at 10:06 on Aug 15, 2020

Cease to Hope
Dec 12, 2011

ineptmule posted:

The links posted will help, but if you’re new to the game here are some generic pointers.

This is some good advice. Adding in a bit more, on traps to avoid:

Take Block first on almost everyone. Mighty Blow first feels right - Chaos is a kill team, MB is a kill skill! - but it will disappoint you. Block means you're more likely to get the knockdowns to cause armor rolls in the first place, and additionally makes it safer to put that player in positions where he will be blocked. Being knocked down makes it much more difficult to take blocks in the first place. Block means more knockdowns and thus more armor rolls, as well as more opportunities to throw a block. Take Block first.

You may want to skip the Minotaur. It's a very unreliable player, and Wild Animal combined with Frenzy makes it very vulnerable to being isolated or just knocked down. Frenzy is almost all downside: if you hold your mino back to threaten a blitz-surf, then he's very unreliable to reposition without committing to a frenzy-blitz somewhere. It helps in matchups against other high-strength, bashy teams, particularly other Chaos, Lizardmen, and Orcs - but that's not so much because it does a lot of damage, but rather because strength 5 makes it very potent defensively. Even so, in some bash matchups it's a waste of time: Undead, Khemri, and Nurgle will knock it down and force it to blitz worthless fodder to stand up. Agile teams will manhandle it easily, marking it when it matters and isolating it when it doesn't. Chaos needs to force many advantageous blocks, and the mino just isn't very good at that.

It's very tempting to make a hyperspecialized ballcarrier beastman. Most of those skills are going to be a trap, though, unless they're supplemented with an AGI up or Dodge. It's definitely worth having a Sure Hands Beastmen or two, possibly even with Two Heads, but Block will generally be more useful than narrow-applicability supplements like Extra Arm or Big Hand. Big Hand in particular feels like it should be a really amazing playmaker skill, but it will generally not contribute more than the same +1 Extra Arm in situations where your Beastman can actually dodge in then dodge out again. And Extra Arm isn't that great to begin with! If you do get AGI 4 or Dodge, you can start thinking about doing Underworld-style bullshit ballhandling plays, but otherwise you're probably better off spreading the ball to different players to help them get their basic skills.

Cease to Hope
Dec 12, 2011
I ended up typing up a bunch of words on how teams have changed in BB2020 based on a look at the rules without playtesting and I thought you folks would be interested too.

Amazons
They aren't in the core rulebook. In the past, GW has done a "Teams of Legend" online supplement to support old teams that aren't included, or reprinted them in supplements like Spike Magazine. So this doesn't meant they're gone forever, just that they might be gone indefinitely.

Black Orcs
A brand new team, basically basher Lizardmen or playable Ogres. The six Black Orcs have Grab and a new skill that is a mediocre substitute for Block, and the rest of the team is Thick Skull goblins. They just seem like bad Lizardmen to me, but a bunch of Grab might be interesting?

Chaos Chosen (the team with Warriors, not Cultists)
They can take an ogre or troll instead of a minotaur, and they might actually want to, since ogres are more reliable than minos and the new skill system makes getting a big guy with Block a bit more practical. Trolls have a new barf skill that works like Stab on a 2+, but on a 1 they hit themselves instead. The mino's negatrait was renamed but didn't change, so they're still unreliable and not very good. Claw and Mighty Blow no longer stack for armor rolls and Piling On is replaced with a new and weaker skill, so Claw-POMB is still technically possible but weaker and less reliable. Chaos teams can pick a god or Chaos Undivided, but right now that doesn't do anything. (Presumably it will control access to future star players or other special inducements.)

Chaos Dwarfs
Out for now, same deal as Amazons. If they do come back, the nerfs to Claw-POMB will affect them, although not as much as Chaos Chosen. They'll be able to access mutations more reliably, but it'll probably take an impractical amount of SPP for most leagues.

Chaos Renegades (the team with Cultists)
They get a new human thrower positional, but he has Animosity towards every other player on the team (including humans) and doesn't start with Sure Hands, so he doesn't seem terribly useful. The dark elf costs 5K more, and didn't get as badly nerfed for passing although that will rarely matter. They can now take a rat ogre instead of one of the other three big guys, and you might want to do that now that the rat ogre's negatrait works differently now. Big guys in general benefit from the skill changes, and trolls cost 5K more but get the barf-stab skill. They can also pick a Chaos god or Undivided. Again, the nerfs to Claw-POMB affect them, although not as much as Chaos Chosen.

Dark Elves
They're basically unchanged besides the general passing nerf. Runners only have the equivalent of AGI 3 for passing, while everyone else is even worse. You might want to run an assassin: they cost 5K less, have +1 MV, and have easier access to Multiple Block. I think they're still going to be a great team at any TV, and still a great team for a new player to start with.

Dwarf
One of the teams with the fewest practical changes, since bashing works more or less the same. +5K price increases on runners and slayers means no more all-positional 3RR start. The deathroller costs 10K more and has Loner (5+) so it's even worse at rerolling, but also has Dirty Player (+2), double the usual fouling bonus from DP. You'd still never take the deathroller as anything but a joke though. Dwarfs are still gonna be oppressive and boring and the nerf to Claw-MB stacking is good news for them.

Elven Union
Passing with everyone is weaker and that's going to hurt some, although I think they'll be okay. Throwers are 2+ passing, blitzers are 3+. 5K price increases on blitzers and throwers means their starts are harder: they can't fit all positionals and 2RR on a starting team, and 3RR takes real sacrifices. It seems strange to me that this is marked as a tier 2 team.

Goblin
They're marginally improved but not good. The biggest change is the skill change: it's now easier to get pass skills on a bomber or Block on anyone. Bombers, trolls, and pogoers cost 5K more. Pogoers ignore TZs when they leap, unlike other leapers. Bombs now have Mighty Blow and are much harder to intercept and throw back, due to changes to both how bombs work and how interceptions work. Trolls get barf-stab and Loner (3+). Throwing teammates is now buffed slightly: goblins still usually land on a 4+, but occasionally land on a 3+ when a troll improbably succeeds on its agi roll. Ooligans now actually start with Dirty Player. Goblins as a whole did cop a large nerf in some situations because there aren't a bunch of cheap Secret Weapon goblin star players any more, although GW frequently publishes large lists of old star players updated to the new edition so that nerf probably won't last long.

Halflings
They get a series of small buffs. The skill changes make it easier to get Block and Pro. Occasionally a treeman will roll a 6 to throw a halfling and give him a 3+ to land instead of a 4+. Hefties are now slightly better at passing than in previous editions of the game, at the negligible cost of an extra 5K. They still suck bad, but at least they aren't Snotlings.

High Elves
Out for now, again the same deal as Amazons. The rulebook namedrops them constantly so they will be back. The big question mark is how the passing changes affect them. If you're optimistic, you might hope GW will take this opportunity to make them more distinct from the other three elf teams, a problem dogging them since third edition.

Humans
Throwers are up to 80K (but pass as well as an elf!), catchers are up 5K, and blitzers are down 5K. They can hire halflings now, but halflings are so slow and squishy that you probably won't want them anyway. Humans are marked as a tier 1 team and I don't think that's justified; their passing game is a little better but very little else has improved for them. They're still the versatile team in a game of specialization.

Imperial Nobility
Nobles are a brand new team loosely based on Bretonnians and a Noble team GW playtested on a Blood Bowl app. They're moderately bashier humans, but, like Brets, their starting skills are weird. Wrestle/Standfirm blockers and Block/Catch blitzers? Fend linemen are nice, but, as you know if you've ever played Brets, AV7 makes them very fragile.

Khemri / Tomb Kings
Out for now, again the same deal as Amazons. Like High Elves, they're namedropped constantly. Blood Bowl hasn't moved on into AOS, apparently. They might actually get passable :v: throwing stats, who knows. Tomb guardians should benefit from Decay being less deadly and the skill access changes.

Lizardmen
Sauruses cost 5K more, so starting with a kroxigor is even harder now. Pass Block and Kick-Off Return were merged into one skill and chameleons still have it, but Shadowing was nerfed; it's probably a net benefit for chameleons, but I'm not sure you'd take one over a regular skink even so. The biggest buffs are systemic: it's now much easier and more reliable to get Block on skinks or a krox, and Claw is nerfed.

Necromantic Horror
Everything but zombies costs 5K more, and you absolutely want a ghoul as a starting player. This is because wights have been replaced with wraiths, which gain Sidestep and Foul Appearance but have No Hands because they're ghosts. Fitting everything you want into a starting team is going to be a big pain. Claw-MB werewolves are going to be easier to get but less potent, and Wraiths are going to be scarier :v: but very difficult to level, between No Hands and going back to fully random MVPs.

Norse
Norse are out for now, like Amazons. The yhetee might be decent depending on what new nega-trait it gets, although the nerf to Claw-MB stacking makes it easier to argue against taking it.

Nurgle
Blockers and beastmen cost 5K more while Rotters cost 5K less, making their start generally a bit more flexible. Decay is nerfed, too, so rotters are a little better. They also get a new rotter immediately when they kill someone. Despite these minor buffs, with Claw-POMB nerfed and Chaos Chosen able to take a better big guy, their already-limited niche as the kill team that beats kill teams seems less useful.

Ogres
I think ogres are a tiny bit better, but they're still terrible. Gnoblars cost 5K less (and still count 0 for TV unless they skill up), it's easier to get Block on ogres, and TTM is very slightly better. Despite these very minor buffs, the only reason they aren't the worst team in the game is because there's a new worse stunty team.

Old World Alliance
A relatively new team from a recent Spike Magazine, now incoporated into the core game, and holy poo poo they are bad. They're an alliance of humans and dwarfs (and superfluous halflings) like Underworld, but all of the dwarfs have Loner (3+), the Thrower has animosity towards non-humans and only PA 3+, and the dwarf blockers don't even start with Block. This human/dwarf team has fewer dudes with Block than a human team! This team is listed as Tier 1 and I don't know what GW is thinking, Overworld is a train wreck.

Orcs
Orcs got a moderate shakeup. The entire team now has Animosity, either towards other players of the same position (lineorcs, blockers) or the entire rest of the team (throwers, blitzers), making handoffs dicey. Throwers cost 5K less but the fact that they hate all other orcs means they've gone from marginal to pretty bad. Black orcs are now Big Uns, which cost 10K more but have +1 MV, so the 4 blocker 4 blitzer 3RR standard start is dead. Trolls also cost 5K more and can barf, but setting up for Throw Teammate is still a very marginal gimmick. The main upside is that Claw and passing in general are worse now, so a durable grinder team is a good thing to be.

Shambling Undead
Ghouls and mummies cost 5K more, so you're probably starting with one less ghoul. (Unlike Necro, this team's wights haven't changed.) However, mummies can get Block much more reliably. Still a very strong team at low TV, and the nerfs to Claw and Piling On make keeping their wights and mummies on the field that much easier. It's all upside for these durable grinder teams.

Skaven
Skaven pay 5K more for gutter runners (which lose the largely pointless Weeping Dagger skill from BB2016) and 15K more for throwers. Throwers throw as well as elves, but gutter runners no longer pass the ball well. The biggest nerf is that gutter runners (and all players) are capped at MV 9, preventing natural one-turn TDs without a kickoff event or chainpush shenanigans. Stormvermin also suffer a bit from Claw-POMB nerfs, but they get easier access to Claw-MB if you still want it. Rat ogres changed a bit: their new negatrait is like Wild Animal, but if they fail it, instead of losing its turn, the rat ogre instead knocks down an adjacent teammate (with an armor roll but no turnover) and continues with its turn normally. This is probably a buff, but poses positioning challenges on top of the rat ogre's high TV cost. Roger the Rogre is probably still skippable, but the difference is smaller.

Slann / Kislev Circus
Our for now, same deal as Amazons. The strongest prospect for squatting, especially if we see a Kislev team with a different concept. If we do see a team of jumpy boys, Leap (with or without Very Long Legs) is also now reworked, making it much worse for escaping multiple TZs or diving into a cage or jumping over a solid line. Leaping in general is buffed, since an unmodified agility roll is now one pip more reliable, but this doesn't matter too much for this team, because VLL now negates penalties rather than giving a +1 on Leap tests. On top of this all, having access to both Strength and Agility skills at the same time is less important, since any player that earns enough SPP can just choose a secondary skill with no randomness.

Snotlings
They're the new worst team in the game. They're gnoblars with some gimmicks stolen from the goblin team, like bombers and pogos and trolls and discounts on bribes. Their pump wagons are toned-down, still-too-expensive deathrollers. Their main gimmick is that they get d3 extra linemen on the pitch, but who cares when your entire team is so weak? They're as fragile as gnoblars and unreliable as goblins, a true bunch of sure losers.

Underworld
Underworld got reworked to make them more like Skaven lite. They can now take three linerats and a gutter runner, but only one thrower and one stormvermin, and the thrower and troll got the same price hikes as on other teams. They also get snotlings, which aren't good but get to swarm over the 11-man limit for some extra assists. If the rat ogre turns out to be worth anything, they can take that instead of a troll. On top of all of this, they get the same bribe discount as goblins. Unless you want to fling goblins, I'm not really sure why you'd bother with these guys given the alternatives: Skaven get easier access to mutations than before, and Chaos Renegades intrude on the same niche somewhat. But Underworld does let you enjoy a sampler platter of stunty silliness without having to play a trash team, so that might be enough.

Vampires
Out for now, again like Amazons. Bloodlust is also MIA, but it was always a team-specific gimmick, so it would probably be reprinted along with the team. Their secondary gimmick of having both strength and agility access on the vampires is less important now, since any player can poach a skill of their choice from a secondary skill pool for double-ish SPP costs. Hypnotic Gaze is better now, though, since a vampire will Gaze on a base 2+ instead of a 3+.

Wood Elves
Wood Elves have to pay 5K more for both throwers and wardancers, making their team composition much tighter. Because every player besides the thrower only has PA 4+, you'll want the thrower, but it's going to be impossible to fit two wardancers, a thrower, and two rerolls on one team. The Leap rework also affects them. Leaping over or away from a single player is more reliable because it is an unmodified 2+, but leaping out of or into a cage is much less so, since tackle zones (after the first) apply penalties to leaps now. Wardancers won't be able to move around with complete impunity any more.

Some things I didn't really incorporate:

I'm not sure how the new casualty table will affect things, especially in the case of teams with AV 7 or teams that tend to have a few high-skill, high-importance players and a lot of fodder. Death and stat-down are less common and niggling injuries are less punishing, but miss-next-game injuries are now more common. Is it gonna feel better to not have to buy at least one new player after every other game with Skaven, or is it gonna feel worse to be missing stormvermin or gutter runners more games? I honestly don't know. Regen is now a little bit better than Apothecaries for preventing an MNG on a key player, but there's now a wide swathe of the casualty table that is only MNG or an essentially harmless niggle, and the Regen teams all hate the increase in MNGs overall because zombies and skeletons and rotters aren't going to get the job done if their bloaters or werewolves or mummies are missing games.

BB2020 is going back to fully randomized MVPs, although journeymen, star players, and dead players are no longer eligible. I haven't actually sat down and played with the BB2016 rules on tabletop, so the MVP change from that game never really registered with me. I assume that teams with low-AGI low-MV blockers, teams with low-quality fodder, and teams that want to run large benches are going to feel the pinch from this change, but I can't really speak from experience.

The ability to take random skills for less SPP and less TV contribution is going to turn ladders where you can play as many times as you like into even more ridiculous roguelikes. If you have the time and patience to play unlimited games and throw away bad random rolls, you can make a team that is just plain better, with a significant TV discount. This only applies to completely open ladders in online clients, like FumBBL black box or ranked, or BB2's Cabalvision leagues. Again, I don't play those leagues super seriously, so I couldn't tell you how this affects the bleeding edge meta of trying to top those leagues. Plus, they may end up handling random skills differently when BB2020 (or Blood Bowl 3) comes out anyway.

edit: I seem to have misread the Throw Teammate rules. TTM isn't nerfed, but rather buffed slightly.

Cease to Hope fucked around with this message at 19:19 on Aug 15, 2020

Nephthys
Mar 27, 2010

I only play the BB2 game on steam but I hear the new rules will be used for BB3 so I've been paying attention and gotta say, really hate the passing changes. Passing was fine already, not many people used it anyway outside of desperation plays because its 2 rolls to flub. This just gives you even less options and odds to get out of a poor situation. It wouldn't be so bad if it wasn't so strict but an elf catcher passing as badly as a Khemri lineman is pretty nuts.

Anyway, that's a really cool summery of the teams above. Having also looked through most of the teams some thoughts are:

- Imperial Nobles seem like they're just a worse Human team and worse Bret team combined. Their Blitzers lost Dauntless and strength access so they're built more as Catchers but the Thrower is worse at passing than the Human one and lacks sure hands and the Human Catcher is faster anyway so they're worse at the passing and running game.... Plus Humans get 4 Blitzers instead of 2 and dedicated Catchers. And halflings. And cheaper rerolls. All in all the team is just fairly shite in comparison. BB2's Bret team was better put together imo.

- The Black Orc team is better. They really are basically a slower, tougher, bashier Lizardmen. Skinks outshine even buff goblins but the orcs themselves will likely be easier to develop than Saurus with Brawler so I think it balances itself out.

- Elves and Chaos teams getting nerfs but Dwarves still being basically untouched is pretty wild. They don't even have to worry about Clawpomb anymore. They're just going to grind their way to the top, lol. Undead are also basically unchanged and somehow still have 2 Mummies with no negatrait. They're dreadful at passing though, so that's the teams big weakness now.

- I like the buffs to a lot of teams. Ogres look like they'll be pretty decent now with cheaper snotlings that don't count towards their TV and the Ogre kicker. Underworld look actually pretty good too. Goblins would also be good if they had some decent star player options. The changes to bombs make them look actually really scary if you get them to land. Potentially hitting a whole cage with mighty blow is no joke.

- The Snotling team is a worse version of the goblin team used to be and probably far worse than halflings which is pretty insane to write. Anyone who plays this is doing so because they enjoy losing.

- Someone really thought Animosity was a cool gimmick and definitely not really annoying to have to keep track off when it applies, huh?

Ropes4u
May 2, 2009

I hope the base game is composed of two decently balanced teams. I want to buy the base game even though I may not be able to convince anyone to play it with me haha

Hedningen
May 4, 2013

Enough sideburns to last a lifetime.
First game in the bag for preseason warm-ups, and I kinda wish it was part of the regular season given my luck.

2-1 victory over Skaven, with no casualties on my side and six on theirs. Some seriously hot dice on the first half really helped, and I’m definitely getting better ideas on coverage and positioning. Some pretty great moments, including an interception into a TD early in the second half.

Isnak
Sep 15, 2006
Bonyour!

Nephthys posted:

- Elves and Chaos teams getting nerfs but Dwarves still being basically untouched is pretty wild. They don't even have to worry about Clawpomb anymore. They're just going to grind their way to the top, lol. Undead are also basically unchanged and somehow still have 2 Mummies with no negatrait. They're dreadful at passing though, so that's the teams big weakness now.

I think the new Jump action is going to be pretty significant for Dwarfs vs high MA/AG teams, you won't be able to gum up the line of scrimmage to block movement on defence as effectively, and it'll be easier to squeeze through the Guard wall and just run past the boring fuckers.

Vulpes Vulpes
Apr 28, 2013

"...for you, it is all over...!"
Finished up the Chosen Axes!

Finally got my first three games in over the weekend, got trounced every time but am quite taken with the game itself. Once I get my decks tuned up a bit I think I'll be doing a lot better (I didn't realize that the second deck of cards in the box is what you're supposed to pick and choose from, I just mashed them both together and couldn't figure out why I wasn't getting any objective cards I could actually score).

Cease to Hope
Dec 12, 2011

Isnak posted:

I think the new Jump action is going to be pretty significant for Dwarfs vs high MA/AG teams, you won't be able to gum up the line of scrimmage to block movement on defence as effectively, and it'll be easier to squeeze through the Guard wall and just run past the boring fuckers.

It's going to make things a little easier, but it will mostly turn extreme longshots into longshots. Jump actions are an agi check with a -1 penalty for every TZ on the start or end point, whichever is worse. So without Leap/VLL/pogo, you're looking at 4+ or worse for an elf trying to escape serious pressure, for a check that doesn't benefit from Dodge. There's going to be situations where you want to take that anyway, but as opposed to the typical 3+-then-2+ worst-case scenario to escape two-man coverage? I'm not seeing it come up too often.

moths
Aug 25, 2004

I would also still appreciate some danger.



Oh poo poo that Snotling team comes with two pump wagons.

As one of the last WHFB players out there, I am very excited about this.

Nebalebadingdong
Jun 30, 2005

i made a video game.
why not give it a try!?
got a stand of warmaster ready (second stand is almost done)





i went with litko bases over the warmonger ones for two reasons. one, i could get them in 3mm depth which is easier to pick them up. and second the wood can be painted on without primer, which is important since i have to paint the little stands before i can put them on the base

lilljonas
May 6, 2007

We got crabs? We got crabs!

Nebalebadingdong posted:

got a stand of warmaster ready (second stand is almost done)





i went with litko bases over the warmonger ones for two reasons. one, i could get them in 3mm depth which is easier to pick them up. and second the wood can be painted on without primer, which is important since i have to paint the little stands before i can put them on the base

Those dorfs look ace man

dishwasherlove
Nov 26, 2007

The ultimate fusion of man and machine.

More than one layer of highlighting is wild at 10mm. Great work.

moths
Aug 25, 2004

I would also still appreciate some danger.



I'd like to add that your bases look amazing.

Nebalebadingdong
Jun 30, 2005

i made a video game.
why not give it a try!?
Thanks! Supposedly Warmaster is getting semi-popular? The facebook group is full of neat homemade 3D prints for the game

thocan
Jan 18, 2014

Nebalebadingdong posted:

got a stand of warmaster ready (second stand is almost done)





i went with litko bases over the warmonger ones for two reasons. one, i could get them in 3mm depth which is easier to pick them up. and second the wood can be painted on without primer, which is important since i have to paint the little stands before i can put them on the base

Those look rad!
Your tinymans are better painted than my normalmans.

berzerkmonkey
Jul 23, 2003

Nebalebadingdong posted:

Thanks! Supposedly Warmaster is getting semi-popular? The facebook group is full of neat homemade 3D prints for the game

It's always had a decent following, but it's been a pain in the rear end to source the models. Most of the manufacturers seem to have 1/2 or 2/3rds the units you need, and the rest are MIA. 3D printing being able to fill the gaps is great for the game. Honestly, GW should have made WM its Specialist Old World game instead.

Xelkelvos
Dec 19, 2012

Nephthys posted:

I only play the BB2 game on steam but I hear the new rules will be used for BB3 so I've been paying attention and gotta say, really hate the passing changes. Passing was fine already, not many people used it anyway outside of desperation plays because its 2 rolls to flub. This just gives you even less options and odds to get out of a poor situation. It wouldn't be so bad if it wasn't so strict but an elf catcher passing as badly as a Khemri lineman is pretty nuts.

Anyway, that's a really cool summery of the teams above. Having also looked through most of the teams some thoughts are:

- Imperial Nobles seem like they're just a worse Human team and worse Bret team combined. Their Blitzers lost Dauntless and strength access so they're built more as Catchers but the Thrower is worse at passing than the Human one and lacks sure hands and the Human Catcher is faster anyway so they're worse at the passing and running game.... Plus Humans get 4 Blitzers instead of 2 and dedicated Catchers. And halflings. And cheaper rerolls. All in all the team is just fairly shite in comparison. BB2's Bret team was better put together imo.

- The Black Orc team is better. They really are basically a slower, tougher, bashier Lizardmen. Skinks outshine even buff goblins but the orcs themselves will likely be easier to develop than Saurus with Brawler so I think it balances itself out.

- Elves and Chaos teams getting nerfs but Dwarves still being basically untouched is pretty wild. They don't even have to worry about Clawpomb anymore. They're just going to grind their way to the top, lol. Undead are also basically unchanged and somehow still have 2 Mummies with no negatrait. They're dreadful at passing though, so that's the teams big weakness now.

- I like the buffs to a lot of teams. Ogres look like they'll be pretty decent now with cheaper snotlings that don't count towards their TV and the Ogre kicker. Underworld look actually pretty good too. Goblins would also be good if they had some decent star player options. The changes to bombs make them look actually really scary if you get them to land. Potentially hitting a whole cage with mighty blow is no joke.

- The Snotling team is a worse version of the goblin team used to be and probably far worse than halflings which is pretty insane to write. Anyone who plays this is doing so because they enjoy losing.

- Someone really thought Animosity was a cool gimmick and definitely not really annoying to have to keep track off when it applies, huh?

Passing is definitely more interesting and coming from BB2, it's more likely to get the ball down the pitch than before which is at least something. Also not mentioned:

There's a new anti-Guard skill on the Agility list, but it only works on the opponent's turn. Probably not worth it unless the meta demands it, kinda like picking up Tackle
The Goblins have a new player called the Down Diver that gets extra distance from being thrown. It doesn't help their landing ability though.
Winnings is partially tied to TDs and isn't random any more so high scoring teams will get more money over time than low scoring teams over time even if both have winning records.
I'd say Imperial Nobility will be interesting. There's a lot more flexibility in the team compared to Brets and they now have proper passing players to actually help them get the ball into the hands of a Blitzer to score. the trade off, though is taht their Blitzers aren't as offensively capable as before and have Block more as a defensive skill than as an offensive option at this point though. The addition of a big guy may mix things up a bit though.
Arm Bar is a really interesting new skill that would go good as a potential development opportunity on anything with Diving Tackle or Prehensile Tail instead of other typical things
I hope there's some interesting things done with the Favored of... Special Rules. Right now only Favored of Nurgle gets something special and it's really on players with Plague Ridden (that are only available to Nurgle teams atm) and an inducenment that allows a reroll on Regen.
Snotlings do seem like a squishier Goblins with fewer gimmicks, but I imagine they lean even more heavily on the Fouling and Inducements game than Goblins do and try to use the small numbers advantage they get from Swarming to help with that. It's still a gimmicky team like Goblins though
The Ogre's Kicking player is also the only one with Primary Pass access but it doesn't have Throw Team Mate so it may have some intent for plays where an Ogre is doing some ball carrying to pitch upfield or something.

Cease to Hope
Dec 12, 2011

Xelkelvos posted:

Passing is definitely more interesting and coming from BB2, it's more likely to get the ball down the pitch than before which is at least something. Also not mentioned:

list omitted

I don't think Defensive or Arm Bar are going to matter very much. Defensive seems like a misguided misunderstanding on GW's part of why Guard is so oppressive and ubiquitous, and Arm Bar is just bad.

Defensive is a pretty bad skill. Def only helps on your opponent's turn against teams with Guard, and - except in the sole case of a dedicated ballcarrier - most of the time even then it would be as good or better to just have Guard. And now, for some extra SPP, everyone can take Guard. The SPP increase is non-trivial, but Defensive isn't going to be useful except on players who already have at least one defensive skill (like Block/Dodge) anyway. Your linemen won't be able to afford Defensive anyway, your blitzers will want higher-impact skills, and your dedicated ballhandlers might pick it as a late-career skill after skills like Block/Dodge/Sidestep/Surehands/Sprint. I don't see Defensive ever showing up on anyone but dedicated ballhanders, and even then only late in their development.

Defensive seems like a fuckup on GW's part. It's obviously meant to be Guard But For Elves. Dwarfs have strength access so they take Guard, elves have agi access so they take Anti-Guard. Simple, right? The problem is that Guard is so ubiquitous on bashy teams is because it's the obvious first or second choice on so many players who are already well-equipped to put themselves into situations to earn SPP. Blockers already want to mark enemy characters and throw blocks, and doing that is a trickle of unreliable SPP. Guard doesn't help them do that, not directly, but it does help their teammates - particularly the other blockers adjacent to them - get knocked down less and throw more successful blocks, leading to more casualties in the long run. Teams that jam players into scrums get SPP on linemen and blockers, and Guard helps the other linemen and blockers get more SPP. Teams with agility skill access aren't looking to play this kind of orcball; they're wanting to find situations to screen and move and reposition, taking advantage of their greater movement, greater agility, and access to Dodge. Defensive doesn't help them very much with that, and the players who take defensive and try to win scrums with dwarfs are going to run hard into the problem that dwarfs win those fights even when Guard is a bit unreliable.

I think we're gonna see some situations where people run Guard/Defensive on dwarfs as a response to very bashy metas at 2K+ TV, but dwarfs are still going to run into the problem that Claw still exists at those TVs I think. The Claw-POMB stack is going to be much worse but Claw/MB won't be very much worse.

As for Arm Bar, it has the same problem with only working on your opponent's turn, and only against opponents who want to dodge frequently. It's worth comparing it to Prehensile Tail, a better skill that people still rarely take except when it's part of a character's starting kit. Prehensile Tail helps create more blocks and improves your field position, by forcing your opponent to either delay Tailed dodges until much later in their turn, avoid Tailed players even if they'd like to move adjacent or (especially) through, creates the occasional turnover when a Tailed dodge is unavoidable, and marginally helps reduce your opponent's number of players on the field by causing injuries from failed dodges. Arm Bar only helps with that last part, the smallest, weakest part of an already mid-tier skill. If your opponent wants or needs to dodge, Arm Bar won't stop them. It will just occasionally make that a little more expensive. I don't think that's more attractive than skills that help you remove players in a way you can actually control, like Block, Tackle, Mighty Blow, Guard, or even Brawler (another fairly marginal skill). I would not take it on any player, including players who already have Prehensile Tail; I think it's less valuable than 20 TV of inducements.

Imperial Nobility is significantly worse than Bretonnians, just because they only have two Blitzers. The dedicated thrower is nice to have with the passing changes, but it's worth keeping in mind that their thrower is only 3+ and only starts with Pass and a new, extremely marginal filler skill, so it doesn't make it safer to start with fewer of your very expensive rerolls the way a Sure Hands player might. Part of what makes Bretonnians effective is that they're pretty great at low TV, but the loss of Block/Dauntless blitzers and the tighter starting roster scuttles that.

The doom diver and ogre kicker were added to goblins and ogres in tabletop a while ago. The doom diver is really marginal - he doesn't have Dodge or proper Stunty - and the ogre kicker can take Leader I guess?

Snotlings are going to be much worse at fouling than goblins, no question. Goblins get a chainsaw and a dirty player, snots don't. Swarming won't make up for that.

Nebalebadingdong
Jun 30, 2005

i made a video game.
why not give it a try!?
my 10mm wood elves arrived today, from printing in detail. loving mind boggling, couldn't wait to paint one


Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all
Y'all are wizards. How long does it take to paint something like that? I assume if you're doing it assembly line you could get through several stands in an hour.

Major Isoor
Mar 23, 2011
Sorry if this is the wrong place to ask, but I'm just wondering...are there any go-to small storage options for stuff like paints (citadel+AP), brushes, sprue cutters and other bits and pieces? Perhaps also for storing a tape measure for actually playing Kill Team, too. I don't have that many paints; probably around a 12-15, so I'm not looking for a massive case. I'm wondering about perhaps getting a small tackle box or something, for lack of better ideas - but I thought I'd check here first, in case there are any standout picks, for this kind of thing.

lilljonas
May 6, 2007

We got crabs? We got crabs!

Major Isoor posted:

Sorry if this is the wrong place to ask, but I'm just wondering...are there any go-to small storage options for stuff like paints (citadel+AP), brushes, sprue cutters and other bits and pieces? Perhaps also for storing a tape measure for actually playing Kill Team, too. I don't have that many paints; probably around a 12-15, so I'm not looking for a massive case. I'm wondering about perhaps getting a small tackle box or something, for lack of better ideas - but I thought I'd check here first, in case there are any standout picks, for this kind of thing.

This article is from 2018 but gives an idea of the different types that are most common:

https://miniaturestorage.com/miniature-paint-rack/

Personally I just keep mine in two shallow cardboard boxes.

As for minis and gaming tools, KR multicase have probably the most cost efficient ones:

https://www.krmulticase.com/

lilljonas fucked around with this message at 10:24 on Aug 20, 2020

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Major Isoor posted:

Sorry if this is the wrong place to ask, but I'm just wondering...are there any go-to small storage options for stuff like paints (citadel+AP), brushes, sprue cutters and other bits and pieces? Perhaps also for storing a tape measure for actually playing Kill Team, too. I don't have that many paints; probably around a 12-15, so I'm not looking for a massive case. I'm wondering about perhaps getting a small tackle box or something, for lack of better ideas - but I thought I'd check here first, in case there are any standout picks, for this kind of thing.

I just use this. https://www.walmart.com/ip/Flambeau-Outdoors-2-Tray-Tackle-Box/514657094

I bought it so I could easily bring my modeling supplies, brushes, and some paint to work or the game store, but it could also hold tokens easily too. With a little foam in the bottom bringing a small skirmish games worth of minis would work too.

Definitely perfect for everything you need if storing minis isn't necessary.

berzerkmonkey
Jul 23, 2003

Major Isoor posted:

Sorry if this is the wrong place to ask, but I'm just wondering...are there any go-to small storage options for stuff like paints (citadel+AP), brushes, sprue cutters and other bits and pieces? Perhaps also for storing a tape measure for actually playing Kill Team, too. I don't have that many paints; probably around a 12-15, so I'm not looking for a massive case. I'm wondering about perhaps getting a small tackle box or something, for lack of better ideas - but I thought I'd check here first, in case there are any standout picks, for this kind of thing.

Tackle boxes are ok, but they're either too big and have a lot of wasted space, or you fill them with too much crap and it's difficult to locate things. Something like a Plano box is great - I use https://www.amazon.com/gp/product/B001447AW2/ for my paints. I've got a couple of different ones for storing game components though - for that, it's best to actually go to the store and bring a few of the items (tape measure, large counters, etc) to make sure they'll fit in the compartments.

Brushes are tough, since you don't want to damage the tips (hopefully you keep your clear tip protectors!) I use a necklace box for brush storage - it actually works really well for the purpose. It's long enough and shallow so the brushes don't just flop around.

Moola
Aug 16, 2006

Nebalebadingdong posted:

my 10mm wood elves arrived today, from printing in detail. loving mind boggling, couldn't wait to paint one




These are soooo cute x

Asphyxious
Jun 25, 2012

I'm trying to explain that I'm a person who wishes to live a very quiet life.
Who makes something I could use for a tomb kings mordheim band?? I didn’t know it’d be so hard to get 3P Egyptian bones.

moths
Aug 25, 2004

I would also still appreciate some danger.



Mantic's Empire of Dust is probably a good starting point. They did a warband set for Vanguard that looks OOP but is probably still around somewhere.

moths fucked around with this message at 16:04 on Aug 20, 2020

Nephthys
Mar 27, 2010

Xelkelvos posted:

Passing is definitely more interesting and coming from BB2, it's more likely to get the ball down the pitch than before which is at least something. Also not mentioned:

There's a new anti-Guard skill on the Agility list, but it only works on the opponent's turn. Probably not worth it unless the meta demands it, kinda like picking up Tackle
The Goblins have a new player called the Down Diver that gets extra distance from being thrown. It doesn't help their landing ability though.
Winnings is partially tied to TDs and isn't random any more so high scoring teams will get more money over time than low scoring teams over time even if both have winning records.
I'd say Imperial Nobility will be interesting. There's a lot more flexibility in the team compared to Brets and they now have proper passing players to actually help them get the ball into the hands of a Blitzer to score. the trade off, though is taht their Blitzers aren't as offensively capable as before and have Block more as a defensive skill than as an offensive option at this point though. The addition of a big guy may mix things up a bit though.
Arm Bar is a really interesting new skill that would go good as a potential development opportunity on anything with Diving Tackle or Prehensile Tail instead of other typical things
I hope there's some interesting things done with the Favored of... Special Rules. Right now only Favored of Nurgle gets something special and it's really on players with Plague Ridden (that are only available to Nurgle teams atm) and an inducenment that allows a reroll on Regen.
Snotlings do seem like a squishier Goblins with fewer gimmicks, but I imagine they lean even more heavily on the Fouling and Inducements game than Goblins do and try to use the small numbers advantage they get from Swarming to help with that. It's still a gimmicky team like Goblins though
The Ogre's Kicking player is also the only one with Primary Pass access but it doesn't have Throw Team Mate so it may have some intent for plays where an Ogre is doing some ball carrying to pitch upfield or something.

I'm not totally opposed to the changes to Passing, it has potential but they were too strict with the nerfs. I think it would be better if it was generally 1 point better on most pieces so if you can hope to still get a 67% in tough situations on AGI teams. Most people don't even like to throw with those odds. Before AGI teams could get by on being super squishy because they could still pull off big plays with their ball-handlers. Now a passing team has to be super protective of their Thrower, who most often comes in 7 AV. I predict gang-fouling the passing pieces is going to be pretty common.

Having looked at the Nobility team again I think they're going to have to rely on the Bodyguards alot. Stand Firm and Wrestle will actually make them really annoying screeners so they may be able to be a decent running team. They do get an Ogre now, though having Dauntless on 4 pieces was probably better. I still like the BB2 Brets more and think the Human team is just plain better but they aren't THAT bad.

Having played Ogres recently I've experienced how painful it is to have a Snotling carry the ball. I just don't think there's any way for the Snotlings to be good outside of just using Morg n Thorg every match. They even have 4 Secret Weapons and 4 Really Stupid pieces for Nuffles sakes. I guess unlike the Goblins, you can throw the Snotling pogoer. But its still only MV 6.

I don't know much about the Kick Teammate skill, would it work with the regular Passing skills like Pass? NGL having an Ogre in the middle of the pitch just consistently kicking snots at the cage like a mortar is pretty hilarious.

Nephthys fucked around with this message at 18:07 on Aug 20, 2020

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



Asphyxious posted:

Who makes something I could use for a tomb kings mordheim band?? I didn’t know it’d be so hard to get 3P Egyptian bones.

https://www.crocodilegames.com/store/itemList.cfm?catID=31&sort=prodID

Cease to Hope
Dec 12, 2011

Nephthys posted:

I don't know much about the Kick Teammate skill, would it work with the regular Passing skills like Pass? NGL having an Ogre in the middle of the pitch just consistently kicking snots at the cage like a mortar is pretty hilarious.

Kick Team-Mate had its own bespoke rules in BB2016, and they were pretty drat bad, mainly because it took up your Blitz action and counted spaces from the stunty player's position, with a significant chance to just straight remove the kicked player from the field. The new rules in BB2020 are that it's just a second Throw Team-Mate action, but if you fumble (only on a nat 1 now, remember) you go to a straight injury roll (with the bonus from Mighty Blow). It's still really bad, and if you want to throw gnoblars you're better off not using the kicker.

hooman
Oct 11, 2007

This guy seems legit.
Fun Shoe
My friends bought me blackstone fortress for my birthday, which was a really lovely gesture because it was something I wanted but couldn't justify buying for myself.

Given that it is being discontinued, are there any essential expansions, ones really worth getting?

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Giant Ethicist
Jun 9, 2013

Looks like she got on a loaf of bread instead of a bus again...

hooman posted:

My friends bought me blackstone fortress for my birthday, which was a really lovely gesture because it was something I wanted but couldn't justify buying for myself.

Given that it is being discontinued, are there any essential expansions, ones really worth getting?

Escalation is really really good, and continues the core box storyline directly. The smaller boxes (Traitor Command, Dreaded Ambull, No Respite and most recently Deadly Alliance) are more side-questy, and while fun additions to the game don't really have anywhere near the same bang for the buck Escalation has. The card-only expansions are generally regarded as not really worth getting though.

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