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Mugaaz
Mar 1, 2008

WHY IS THERE ALWAYS SOME JUSTICE WARRIOR ON EVERY FORUM
:qq::qq::qq:

Schadenboner posted:

Selling books gives money, not selling books risks the money. It seems risky?

:shrug:

I think the core issue, is that its pretty loving easy to sell books with fluff + rules. Most of the GW books I bought is for fluff. I bought the Skaven AoS book because I love Skaven. I don't even play AoS. Ive seen othr companies selling books easily as long as they can offer compelling art + fluff. GW is already a rockstar at both of those. It should not be hard to sell books. Charging for rules always felt stupid to me. People will buy physical swag rulebooks, even if you provide them digitally for free.

As far as I see it, the important question is "can they sell nearly the same amount of books as they currently are, while providing the rules for free digitally?" IMO, I think the answer is yes. Maybe I'm wrong, but I see a lot of evidence that people mostly just buy books because they like the books intrinsically. A high % of the people buying books *just* for the rules because they *need* them resort to FILES anyway.

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Ropes4u
May 2, 2009

I’m new to GW but I do work for a corporation and I assume someone crunches the numbers on every change they make. But it is irritating I can’t get a book with all the rules, and buy all the cards. Their model might net profits but they are also encouraging people to print their own copies off the net.

Grizzled Patriarch
Mar 27, 2014

These dentures won't stop me from tearing out jugulars in Thunderdome.



Yeah, I was considering getting into Underworlds until I saw how goddamn ridiculous the process of acquiring a competitive deck would be. Especially when packs go out of print and the only way to get the cards is to buy the warband they came with and I guess sell off the minis or something? Plus buying the game boards separately. Looks like a fun game but what a convoluted nightmare.

dishwasherlove
Nov 26, 2007

The ultimate fusion of man and machine.

Some real cognative dissodence going on in this thread about Specialist Games which mostly have have been out of print for 10 years and largely kept alive by die hard niche communities. From memory GW themselves had many of the rules pdfs up on their own website before they stopped supporting most of these games.

moths
Aug 25, 2004

I would also still appreciate some danger.



That's completely correct.

The living rulebooks were a fan continuation of these games, and were often substantial improvements because they were written by people who played the games and understood the meta.

Not to slight the GW creatives, but at the end of Specialist Games most games had a digest sized magazine that, on a monthly basis, injected new rules and models into the game.

This lead to producing uneven content at a breakneck pace that prohibited quality checking.

When SG closed down, people were able to finally take stock of everything and do the required tweaks and shoves. In a very real sense, these became community games.

Nissin Cup Nudist
Sep 3, 2011

Sleep with one eye open

We're off to Gritty Gritty land




Ropes4u posted:

I’m new to GW but I do work for a corporation and I assume someone crunches the numbers on every change they make. But it is irritating I can’t get a book with all the rules, and buy all the cards. Their model might net profits but they are also encouraging people to print their own copies off the net.

I'm pretty sure the Kirb admitted GW didn't do market research when he was running things

Lord_Hambrose
Nov 21, 2008

*a foul hooting fills the air*



I don't think stealing rules from GW, of all companies, is going to really hurt them or something. But I want the game I love to continue to be supported, and spending money is the price for continued support. It still seems unreal that all the Gangs are getting another plastic kit with more cool stuff!

Specialist Games are not the juggernaut 40k is, so they are much more at risk from people just illegally downloading everything. As long as you are buying official models for the bulk of your gangs it probably is fine but just don't act like it is some moral good to do so.

Zaphod42
Sep 13, 2012

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

Lord_Hambrose posted:

As long as you are buying official models for the bulk of your gangs it probably is fine but just don't act like it is some moral good to do so.

Nobody even remotely ever hinted at anything even remotely close to that. So chill.

Again, this all started because someone said that implying you've used downloaded rules is saying you want the designers to be out of a job. That's all I took issue with.

I hate that everything is so hyperbolic, like, either you want someone out of a job or you think its a moral good? There's a mile of room between those two things. The situation is a bit more complex than that.

Indolent Bastard posted:

Or use the Necromunda Community Edition Rulebook and Outlanders Community Edition for free on Yaktribe and skip the eternal purchasing of new books from GW.

Oh yeah, it was you. And this was the post that started it all.

I think "don't buy the constant book releases, just buy the GW models and use community rules" is totally fair and you're being a bit overly defensive here Hambrose.

Zaphod42 fucked around with this message at 05:34 on Sep 27, 2020

habituallyred
Feb 6, 2015

Nissin Cup Nudist posted:

I'm pretty sure the Kirb admitted GW didn't do market research when he was running things

Didn't he say market research was, "Otiose in a niche," or something like that. Very funny.

TURGID TOMFOOLERY
Nov 1, 2019

I like the new necromunda models very much

lilljonas
May 6, 2007

We got crabs? We got crabs!
Yeah really there’s a lot of grey area between ”buy only bootleg minis from China and pirate all books”, and ”force every gamer in your group to buy every book for necromunda or every warband to get a competative Underworlds set”.

Necromunda’s book and starter set schedule is so convoluted that the absolutely most common question on the necro facebook page is ”what do i need to get started?”. That’s not a good thing for the game. The answer SHOULD be ”this pretty great affordable starter set with two basic gangs and some terrain, or this single book” but roflol look at where necro is now.

Underworld’s x-wing business model means that a lot of people, like myself, love the idea of the game and the minis but refuses to get involved in a competative scene were only official cards are allowed.

Neither lf these things mean that I hate GW and want their designers to get unemployed. This year I’ve been spending money on GW (through those two games) for the first time in about ten years. They are great minis! But don’t pretend that the two business models I listed are not actively keeping potential players away, compared to if there was a cheap (not even free!) source for the barebones rules for Necro, or a way to get the Underworlds cards without buying tons of minis you don’t like.

lilljonas fucked around with this message at 07:46 on Sep 27, 2020

Grizzled Patriarch
Mar 27, 2014

These dentures won't stop me from tearing out jugulars in Thunderdome.



I hate the way they run the company but I have to admit that GW paying zero attention to market research and somehow blundering their way into being the only tabletop gaming company that isn't getting pancaked by covid is darkly humorous.

lilljonas
May 6, 2007

We got crabs? We got crabs!

Grizzled Patriarch posted:

I hate the way they run the company but I have to admit that GW paying zero attention to market research and somehow blundering their way into being the only tabletop gaming company that isn't getting pancaked by covid is darkly humorous.

A lot of miniature companies have been doing well during covid. I think Perry said they doubled or trippled sales this year, others like baccus have the dual headache of increased sales and limits on casting ability. So they open their webshop for a few hours, get more sales than they can print in weeks, and then close it again. Others are having a tough time. It’s a real rollercoaster, but at least a lot of historical tabletop companies are reporting big boosts.

This article from summer was reporting a general boost in the tabletop hobby economy. And it’s not just GW or minis, puzzle brands like Ravensburger are doing great this year. Basically anything you can do at home.

https://www.google.se/amp/s/amp.economist.com/britain/2020/07/02/why-games-workshop-is-worth-more-than-marks-and-spencer-and-centrica

lilljonas fucked around with this message at 09:42 on Sep 27, 2020

Ropes4u
May 2, 2009

Nissin Cup Nudist posted:

I'm pretty sure the Kirb admitted GW didn't do market research when he was running things

If that is still true they are leaving tons of money on the table.

lilljonas
May 6, 2007

We got crabs? We got crabs!

Ropes4u posted:

If that is still true they are leaving tons of money on the table.

Nah that’s from previous management. They reshuffled upper management after the worst fuckups of the 2010’s and changed a bunch of things about how they marketed 40k, and suddenly sales increased at record pace. Funny how that works.

Lovely Joe Stalin
Jun 12, 2007

Our Lovely Wang

Ropes4u posted:

If that is still true they are leaving tons of money on the table.

The company has a market value of ~ £3.2 billion and had an operating profit to August that was almost double last year's. Despite having spent most of that time with the company closed down. They are leaving very little money on the table, except the government bailout cash which they returned as not needed.

Fuckers do need to do print-on-demand game cards and transfers though. That's definitely somewhere they could do better.

Grizzled Patriarch
Mar 27, 2014

These dentures won't stop me from tearing out jugulars in Thunderdome.



lilljonas posted:

A lot of miniature companies have been doing well during covid. I think Perry said they doubled or trippled sales this year, others like baccus have the dual headache of increased sales and limits on casting ability. So they open their webshop for a few hours, get more sales than they can print in weeks, and then close it again. Others are having a tough time. It’s a real rollercoaster, but at least a lot of historical tabletop companies are reporting big boosts.

This article from summer was reporting a general boost in the tabletop hobby economy. And it’s not just GW or minis, puzzle brands like Ravensburger are doing great this year. Basically anything you can do at home.

https://www.google.se/amp/s/amp.economist.com/britain/2020/07/02/why-games-workshop-is-worth-more-than-marks-and-spencer-and-centrica

Thanks for this. Interesting, I swear I remember someone saying that GW was doing uncommonly well compared to competitors because so many people just buy their stuff to paint without any intention to play, which is pretty uncommon for other game systems. Guess that was off though!

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
GW is still several orders of magnitude more successful than even its closest competitors. You’re not wrong, it’s just that some of the other companies are also riding a wave of growth in the hobby space as a whole as well as more specifically in Covid times a trend of high demand for indoors activities.

neonchameleon
Nov 14, 2012



PeterWeller posted:

Thanks for all the responses!

What makes the tactical experience better? Is it the more competent gangers, or the bigger variety of gear, or both?

Both the alternating activations keeps everyone more engaged, and the more varied even more than the more competent gangers; there are only really a tiny handful of common starting gangs in old Necromunda; you needed at least five gangers to work your territories and almost everyone had a heavy. So almost everyone who wasn't playing an Outlanders gang had a near-identical gang until they started getting skilled. In Newcromunda taking on a starting Goliath gang with their T4 is very different to a starting Van Saar gang with their BS 4 or the Escher turn of speed.

quote:

Also, neonchamelion, my experience was that phase 3 was more about a handful of complete bad-asses who managed to survive all the culling in phase 1 and 2, surrounded by whatever scrubs players could afford out of their dwindling cash supplies.

Depends what you were playing. My Van Saar gang turned out to be broken in my two long campaigns and my mid length one, not because (as I expected would be the problem) your inventors gave you a nice drip-feed of extra cash, but because when you have about four medics in the gang the culling you suffer is fairly limited after the first few games (and four armourers means that you can arm your entire gang with bolters as reliably as other gangs use las). Ratskins were also broken because they always got rerolls to their injury rolls. (Spyrers were terrible in campaign because they couldn't replace casualties at all and bounty hunter hired guns were terrifying threats for them).

Cease to Hope
Dec 12, 2011

neonchameleon posted:

In Newcromunda taking on a starting Goliath gang with their T4 is very different to a starting Van Saar gang with their BS 4 or the Escher turn of speed.

This does, btw, mean that balance is not very good, and sometimes you will have games where your opponent brings the hard counter to your gang and you are never really in the fight. Some gangs are just bummers, like Cawdor and (until their book comes out) Escher, and some gangs can be bullshit, like the all-Flamer, all-infiltrating Grinder nonsense.

Every gang has a tendency to converge because ideal progression means boosting base stats and buying the good weapons and armor (and the very, very few good pieces of wargear) from the Trading Post, too.

Grizzled Patriarch
Mar 27, 2014

These dentures won't stop me from tearing out jugulars in Thunderdome.



Cawdor seems to be pretty disgusting if you are an rear end in a top hat and bring the absolute maximum number blunderpoles possible, but it sounds like very few people will want to play with you again afterward.

It's a shame because they are easily my favorite Necromunda models.

Cease to Hope
Dec 12, 2011
Another part of Newcromunda's bad balance is that the wargear list is a vast wasteland of overpriced chaff, except for a handful of silly OP poo poo that you'll eventually have to ban if anyone starts using it for its intended purpose (falsehoods, ablative armor overlays), silly OP poo poo that gets way out of hand until everyone just takes the hard counters (flash grenades), hard counters for OP wargear or sometimes a gang's whole gimmick (nightvision/antismoke goggles and sights, enviro suits, arguably web solvent), and a handful of non-obvious solid choices you should be taking on almost every relevant character (stimm slugs). It's a roulette wheel of stuff that ends up making games feel bad until everyone agrees on what to do about it.

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!
Took a look at the new Necromunda rules. 20+ gangs? Secret objective cards? 600+ pages of rules?

Retromunda here I come. 160 pages across two books.

I'm glad people like the 2017 edition, but it looks like peak GW. So many things to keep on top of. Yikes.

Cease to Hope
Dec 12, 2011

Indolent Bastard posted:

Took a look at the new Necromunda rules. 20+ gangs? Secret objective cards? 600+ pages of rules?

Most of this is fair, but I dunno where you're getting 20+ gangs? They have about the same number of gangs. Classic Necro had seven base, four in Outlanders, and a whole bunch of "use this 40K army as a Necro gang" stuff from the Black Library era.

Newcromunda has 13 gangs. The seven houses, plus Enforcers, Grinders, Ogryn, and Chaos Cult, and Venators, with GSC as a "use these 40K models as a Necro gang" online.

The only one with 20+ gangs is Oldcromunda, and that's only if you use every obscure terrible idea for an alien gang from a black and white Specialist Games magazine. At that point you might as well just play Kill Team.

Schadenboner
Aug 15, 2011

by Shine

Crackbone posted:

Sure, but my point is ~5 years ago when they were still run by that moron Kirb, they refused to change at all. Once he left they changed course on pretty much everything, except that. I dunno, maybe the book numbers are phenomenal, but I'd be shocked if it was a profit center for them.

I’m not saying they shouldn’t publish the rules for free and sell the books as collectors items. I wish they would. But it’s a loss of quantifiable revenue which is being weighed against an unknown (at least for GW) model (and probably one hard to measure the benefits of).

neonchameleon
Nov 14, 2012



To be fair classic Necromunda had horrible balance in the wargear - and new Cawdor are very similar to the old Redemptionists in many ways (now there was some unbalanced nonsense - as most of the Outlander rules were). The parts I really don't like are that gangers are always boring in their advances and that you can select skills from your primary lists with only a couple of extra XP spent; one of the joys of classic Necromunda was knowing anyone could turn good in the long run and going with the gang you had rather than the gang you wished you had.

berzerkmonkey
Jul 23, 2003

Indolent Bastard posted:

Took a look at the new Necromunda rules. 20+ gangs? Secret objective cards? 600+ pages of rules?

Retromunda here I come. 160 pages across two books.

I'm glad people like the 2017 edition, but it looks like peak GW. So many things to keep on top of. Yikes.

I agree with there being an insane amount of content (and not just for NM) but the cards aren't a requirement, and most books have some sort of objective/mission table you can use if you want. Also, you can play the game with just the core and big gang book. If you want, you can branch out to the "House of" books for crazy gang options, and the "Book of" books are campaigns that aren't necessary if you don't want to play them.

I'm definitely not going to argue about the GW flood or pricing, but "600 pages of rules" is like going to D&D and saying that you have to buy all the supplements and campaigns in order to play.

That being said, if your group prefers OGNM, feel free to keep playing it - it's still a fun game with great story potential. NM17 is crunchier and gives you some different options, but nobody is forcing anyone to play the new version.

Hedningen
May 4, 2013

Enough sideburns to last a lifetime.
This is why I’ve gone pretty hard into Blood Bowl. It’s kinda rough if you’re just doing one-offs, but a reasonable league (8-ish players) turns it into one of the top games from the old Specialist line. Shame it takes so much coordination and buy-in from the players, but it’s really been worth it so far and things can be roughly balanced - the halfling coach has a respectable win/loss record, which is always unexpected.

Current season has me 3-0, which has been really great considering I’m running Chaos against mostly bashing teams who can out-bash me pretty easily. Should have Claw on one of my Chosen after the next game, which is going to help with the sheer number of AV8/9 dudes on the field.

Looking at the leaks/general analysis of the upcoming ruleset, it seems like the new Passing stat is going to make things a little more frustrating thanks to making passing a little worse for everyone, and the nerf to Claw -while good from a design perspective because ClawPOMB is basically an auto-include if you can get it - means that my poor Chaos lads are gonna see less table time after this season unless I decide the nerf is worth it.

Also, whoever gave the ‘Ooligan Disturbing Presence rather than Dirty Player is my enemy. I think it’s better thematically (because goblin fouling is amazing and half of what they’re kinda okay at) and while the pass interference is nice, it also feels a bit pricy. Sculpting up a custom Night Goblin/Gloomspite Gitz team for next season, because there always needs to be at least one Stunty team in a league.

Cease to Hope
Dec 12, 2011

Hedningen posted:

Also, whoever gave the ‘Ooligan Disturbing Presence rather than Dirty Player is my enemy. I think it’s better thematically (because goblin fouling is amazing and half of what they’re kinda okay at) and while the pass interference is nice, it also feels a bit pricy. Sculpting up a custom Night Goblin/Gloomspite Gitz team for next season, because there always needs to be at least one Stunty team in a league.

Goblin Ooligans get dirty player in the new edition fwiw

berzerkmonkey
Jul 23, 2003
Any word on a release date for BB2020?

Zaphod42
Sep 13, 2012

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

berzerkmonkey posted:

Any word on a release date for BB2020?

"Holiday Season for 2020"

Hedningen
May 4, 2013

Enough sideburns to last a lifetime.

Cease to Hope posted:

Goblin Ooligans get dirty player in the new edition fwiw

That’s really good. Are they keeping Fan Favorite as well?

Means my plan of a goblin hoisting a broken beer bottle and wearing extra spikey boots will fit the ‘Ooligan well.

Cease to Hope
Dec 12, 2011

Hedningen posted:

That’s really good. Are they keeping Fan Favorite as well?

Means my plan of a goblin hoisting a broken beer bottle and wearing extra spikey boots will fit the ‘Ooligan well.

No, Fan Favorite isn't even a listed skill any more. They have Dirty Player, Disturbing Presence, then the usual goblin stuff.

I ran down how I think all the teams will be affected by the changes in a previous post:

Cease to Hope posted:

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. Flings 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 more flexible but the overall team less so. Decay is nerfed but rotters have one less AGI, so they're more focused on being disposable roadblocks. 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 obviously aren't high-quality players, but you do want them anyway since they 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 hurl 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.

Slaapaav
Mar 3, 2006

by Azathoth
it will be very interesting to see how the amazon and norse throwers end up.

necromatic are the undisputed best team now with nerfs to all the elf teams?

PeterWeller
Apr 21, 2003

I told you that story so I could tell you this one.

neonchameleon posted:

Both the alternating activations keeps everyone more engaged, and the more varied even more than the more competent gangers; there are only really a tiny handful of common starting gangs in old Necromunda; you needed at least five gangers to work your territories and almost everyone had a heavy. So almost everyone who wasn't playing an Outlanders gang had a near-identical gang until they started getting skilled. In Newcromunda taking on a starting Goliath gang with their T4 is very different to a starting Van Saar gang with their BS 4 or the Escher turn of speed.

House gangs were near identical to some extent, but how you geared up could lead to a lot of variety. Sure, there's the "just give every ganger a lasgun and sword and then take a leader and a heavy with flamers" sorta optimal build. But in the years I played, I rarely saw anything that plain. How much one invested in their heavy (or two) and leader had a big impact on how the rest of the gang was equipped. And then there was the question of bulking out your roster with a few more gangers or a bunch of poorly equipped Juves.

I like the idea of giving different house gangs different starting profiles, but like Cease said, it seems like it could be really imbalanced. And I kinda love that you picked your old Necromunda gang based on not much more than their aesthetic. If you wanted to run your Spider Jerusalem posse as an assault focused group or your musclepunks as a shooting gang, you weren't mechanically hindering yourself.

But also, I'm probably just being a bit of a grognard and looking for reasons to choose the old over the new.

quote:

Depends what you were playing. My Van Saar gang turned out to be broken in my two long campaigns and my mid length one, not because (as I expected would be the problem) your inventors gave you a nice drip-feed of extra cash, but because when you have about four medics in the gang the culling you suffer is fairly limited after the first few games (and four armourers means that you can arm your entire gang with bolters as reliably as other gangs use las). Ratskins were also broken because they always got rerolls to their injury rolls. (Spyrers were terrible in campaign because they couldn't replace casualties at all and bounty hunter hired guns were terrifying threats for them).

Yeah, Van Saar could pile on the tech skills more quickly than other gangs. Ratskins would survive longer than their peers, but they were a lot more limited in their ability to gear up over the long haul. Spyrers were meant to have quick turnover in campaigns. They were the only gang with a built-in win condition.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
For me it’s not really a balance issue as most gangs can assemble a ridiculous killer combo or two. Campaigns end up imbalanced more as a result of ridiculous amounts of money coming in and buying outrageous poo poo from the much more predictable rare trade system.

I dislike how the gangs start out being as good as mid-late tier Old Munda gangs. It fundamentally alters the theme of the game for me.

My group has created a hybrid of the two systems that we are very happy with. Needs some tweaking but it’s a lot of fun.

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!

ineptmule posted:

For me it’s not really a balance issue as most gangs can assemble a ridiculous killer combo or two. Campaigns end up imbalanced more as a result of ridiculous amounts of money coming in and buying outrageous poo poo from the much more predictable rare trade system.

I dislike how the gangs start out being as good as mid-late tier Old Munda gangs. It fundamentally alters the theme of the game for me.

My group has created a hybrid of the two systems that we are very happy with. Needs some tweaking but it’s a lot of fun.

Care to share with the class?

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
Yes, I might be able to. Let me see if I can find it.

Edit: Here you go.

It’s written for the group so the opening pages might be all a bit campaign specific. The significant stuff begins on page 5

Squibsy fucked around with this message at 23:57 on Sep 29, 2020

Rockman Reserve
Oct 2, 2007

"Carbons? Purge? What are you talking about?!"

After ages and ages of not doing any Warhammer stuff since gaming is dead due to all of 2020's crap, I grabbed Underworlds: Dreadfane, and....I kinda really like the rules?

I guess my question is where to go from here - is the current "real" starter set Beastgrave? Is there a new one on the horizon I should hold out for? I was thinking of grabbing that and Mollog's Mob, both because the minis look awesome and I want some universal cards to screw around with.

Also, how is the PC implementation on Steam? Is it a real approximation of the board game, or are there differences?

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Electric Hobo
Oct 22, 2008


Grimey Drawer

food court bailiff posted:

After ages and ages of not doing any Warhammer stuff since gaming is dead due to all of 2020's crap, I grabbed Underworlds: Dreadfane, and....I kinda really like the rules?

I guess my question is where to go from here - is the current "real" starter set Beastgrave? Is there a new one on the horizon I should hold out for? I was thinking of grabbing that and Mollog's Mob, both because the minis look awesome and I want some universal cards to screw around with.

Also, how is the PC implementation on Steam? Is it a real approximation of the board game, or are there differences?
Beastgrave is the current core set, Direchasm is coming out in December, I think. Get Beastgrave, it's pretty good, then get Direchasm if you like the warbands (Slaanesh dudes vs. the new cow elves).
You could also get a set of Shadespire or Nightvault universal cards off of ebay, but those two seasons doesn't use keywords on the cards, and they mostly aren't tournament legal.

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