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!Klams
Dec 25, 2005

Squid Squad

Z the IVth posted:

Wayland Games do 20% off and free shipping over £20.

Dark Sphere do 25% off but charge shipping so it's not worth it over Wayland unless you buy big.

Do not buy anything from Wayland that is backordered, their fulfilment of those can potentially take a very long time especially if it's non-GW stuff.

Oh amazing, thanks guys!

In a somewhat annoying (for my wallet) turn, I came across the Nautican Syphoning Delegation who I now HAVE to own, so I guess I gently caress the Ambot off for them? Reading their rules, they actually work quite well with the Enforcers, who are better at capturing, and want you to capture people!

So, ok, can you guys help me out? I only barely understand the rules, but it seems like I can have the Water Guild as an ally, and so play as a corrupt police force entirely in the pocket of the water guild who are trying to arrest perps just to have them DESSICATED and anything that works into this fantasy is perfect, even (especially?) if it's actually kinda poo poo and will mean I lose.

I was thinking of calling my Gang "The LAPD: Letzby Avenue Police Department", but if there's some cop / water pun I can get in there instead even better. I hope anyone else can appreciate that I'm gonna call the Police Water Robot "Johnny H2-5-0". (It almost makes the whole endeavour worth it just for that to me).

But like, is there anything I can do / aim for / retcon or whatever to entrench this concept that you can think of? I fully appreciate that the water dudes might just decide to gently caress off, but I think that plays into the vibe pretty well anyway.

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Robert Facepalmer
Jan 10, 2019


They are Guilders, so the Enforcers don't have to be corrupt for them to be at their beck and call. Only Helmawr is above the Guilds, and even that is debatable.

In fact, you can't ally with Guilders if you are an outlaw.

!Klams
Dec 25, 2005

Squid Squad

Robert Facepalmer posted:

They are Guilders, so the Enforcers don't have to be corrupt for them to be at their beck and call. Only Helmawr is above the Guilds, and even that is debatable.

In fact, you can't ally with Guilders if you are an outlaw.

Oh, sorry, I meant 'bent cops' like, just fluffwise, didn't realise there were rules about being outlaws, sorry.

Robert Facepalmer
Jan 10, 2019


Enforcers working for Guilders is like the exact opposite of being bent. Other Enforcers would probably make fun of them for being complete herbs.

berzerkmonkey
Jul 23, 2003
Necromunda is about the narrative. Play it however you want to - if you want dirty cops playing for corrupt guilders, go for it. There are no good guys in NM anyway - the cops ARE probably dirty and the guilders are DEFINITELY corrupt. The only thing that sets them apart from street scum is that the cops have badges and the guilders have money.

Have fun and play the game with your story, and don't let anyone tell you otherwise.

MRLOLAST
May 9, 2013
Take a queue from the Bruce Willis movie when he was a water cop. They aren't corrupt so as punishment they get sent to be water cops :)

Eediot Jedi
Dec 25, 2007

This is where I begin to speculate what being a
man of my word costs me

All is dust, thousand sons are getting a punched up kill team in white dwarf like ad mech did.

https://www.warhammer-community.com/2021/09/29/side-with-the-seraphon-and-reclaim-an-adepta-sororitas-sanctuary-in-white-dwarf-469/

Randalor
Sep 4, 2011




Is content in White Dwarf "legal" for organized play? I've been flipping through back issues of White Dwarf and noticed some of the battlescrolls for AoS that they published in the magazine aren't in the app, so it made me curious what GW's actual stance was on their self-published magazine's content.

ro5s
Dec 27, 2012

A happy little mouse!

They don’t version books or rules at all, so there’s a lot of stuff in nebulous grey areas, or supplements that become invalid without it ever explicitly being stated.

Floppychop
Mar 30, 2012

Randalor posted:

Is content in White Dwarf "legal" for organized play? I've been flipping through back issues of White Dwarf and noticed some of the battlescrolls for AoS that they published in the magazine aren't in the app, so it made me curious what GW's actual stance was on their self-published magazine's content.

Generally it is until a later publication (codex, supplement, another White Dwarf, etc...) prints something that directly overrides it.

Then sometimes they sneak out a WarCom article or line in an FAQ/Errata document that invalidate it.

Real answer is that it's a loving mess to know the standing on some of the edge-case stuff.

Travic
May 27, 2007

Getting nowhere fast
In Blood Bowl how do players get SPP from injuries? The official site says any time that armor is broken, its an injury. But I've only seen the SPP pop up when it's a casualty roll (Badly hurt, Miss next game, Dead)

Major Isoor
Mar 23, 2011

Travic posted:

In Blood Bowl how do players get SPP from injuries? The official site says any time that armor is broken, its an injury. But I've only seen the SPP pop up when it's a casualty roll (Badly hurt, Miss next game, Dead)

Yeah, it's only if the player is injured or dies. KOs and stuns don't count for SPP, sadly. I kinda feel like KOing should be changed to maybe net you 1spp, but eh.
(Also, I'm preeeeetty sure you still get the 2spp if the apothecary/regen makes them 'no casualties' instead of actually being injured. Could be wrong though.)

Same with fouls and crowd surfs. If you kill a player via a foul or by pushing/banging/powing them off the pitch, it doesn't count for SPP either. (For the former it's to discourage excessive fouling. And for the latter it's because it's the crowd beating them up. Even if you pow them into the crowd, it's the crowd who technically get to perform the armour break)

Cease to Hope
Dec 12, 2011

Major Isoor posted:

(Also, I'm preeeeetty sure you still get the 2spp if the apothecary/regen makes them 'no casualties' instead of actually being injured. Could be wrong though.)

This is correct btw

Travic
May 27, 2007

Getting nowhere fast

Major Isoor posted:

Yeah, it's only if the player is injured or dies. KOs and stuns don't count for SPP, sadly. I kinda feel like KOing should be changed to maybe net you 1spp, but eh.
(Also, I'm preeeeetty sure you still get the 2spp if the apothecary/regen makes them 'no casualties' instead of actually being injured. Could be wrong though.)

Same with fouls and crowd surfs. If you kill a player via a foul or by pushing/banging/powing them off the pitch, it doesn't count for SPP either. (For the former it's to discourage excessive fouling. And for the latter it's because it's the crowd beating them up. Even if you pow them into the crowd, it's the crowd who technically get to perform the armour break)

Bummer. I was hoping it was all armor breaks. But from the videos I've been watching people seem to level up fairly fast anyway. Until they get killed. I was looking at the casualty table and it looks like its a 1 in 6 that an injury roll kills a player.

Cease to Hope
Dec 12, 2011

Travic posted:

Bummer. I was hoping it was all armor breaks. But from the videos I've been watching people seem to level up fairly fast anyway. Until they get killed. I was looking at the casualty table and it looks like its a 1 in 6 that an injury roll kills a player.

Setting aside Mighty Blow, it's 1/36 that an injury roll kills a player and 1/6 that a casualty roll kills a player.

Harvey Mantaco
Mar 6, 2007

Someone please help me find my keys =(
Any good walk-throughs on how to play necromunda that aren't off-putting?

Genghis Cohen
Jun 29, 2013

Harvey Mantaco posted:

Any good walk-throughs on how to play necromunda that aren't off-putting?

Like a video or a read-through? If you've read the basic rules, ie how to move/shoot/fight, I did an article about the underlying tactics of the game for Goonhammer: https://www.goonhammer.com/necromunday-assumptions-and-overlooked-rules/

TheDiceMustRoll
Jul 23, 2018
So what's the trick to beating space hulk? Friend and I switch off time to time to beat the Genestealers but we can't win as marines on the second mission, it's just way too hard to get there, and very difficult dealing with 'stealers. Even with the whole "set the board section on fire thing it's way too hard.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

TheDiceMustRoll posted:

So what's the trick to beating space hulk? Friend and I switch off time to time to beat the Genestealers but we can't win as marines on the second mission, it's just way too hard to get there, and very difficult dealing with 'stealers. Even with the whole "set the board section on fire thing it's way too hard.

I have also never won as marines, although I've never played enough to crack it, but I recall someone once saying that remembering that the terminators can make a free shoot action when they move forwards or backwards is key to their success

Hedningen
May 4, 2013

Enough sideburns to last a lifetime.
Somehow, my Dark Elf Assassin has defied the conventional wisdom of their being useless in Blood Bowl and completely outperformed my expectations. Thus far, he has:
  • Completely shut down ghoul-based offense via shadowing and stabs.
  • Turn 1 removed Hakflem via a blitz and several dodges into danger.
  • Knocked out four players in as many turns via stabs.

Stab is an amazing skill in BB2020 when it works, and somehow having a statistical anomaly for a player has made it work amazingly well. I bought him to build a sacker, but I feel like saving up for multiple block should be my objective now.

moths
Aug 25, 2004

I would also still appreciate some danger.



TheDiceMustRoll posted:

So what's the trick to beating space hulk? Friend and I switch off time to time to beat the Genestealers but we can't win as marines on the second mission, it's just way too hard to get there, and very difficult dealing with 'stealers. Even with the whole "set the board section on fire thing it's way too hard.

It's been a while, but one absolute key is isomg the flamer to deny the 'stealer player crucial hallways.

Dropping a shot in an empty square feels really wasteful at first, but the flamer is more about placing obstacles than killing bugs.

Cease to Hope
Dec 12, 2011

Hedningen posted:

Somehow, my Dark Elf Assassin has defied the conventional wisdom of their being useless in Blood Bowl and completely outperformed my expectations. Thus far, he has:

They're significantly better in BB2020. i still dunno if i'd recommend taking them but they're no longer strictly dead weight

Ghazk
May 11, 2007

I can see EVERYTHING
Satisfied some nostalgia and finished a killteam

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
No Makari?! :orks:

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Hedningen posted:

Somehow, my Dark Elf Assassin has defied the conventional wisdom of their being useless in Blood Bowl and completely outperformed my expectations. Thus far, he has:
  • Completely shut down ghoul-based offense via shadowing and stabs.
  • Turn 1 removed Hakflem via a blitz and several dodges into danger.
  • Knocked out four players in as many turns via stabs.

Stab is an amazing skill in BB2020 when it works, and somehow having a statistical anomaly for a player has made it work amazingly well. I bought him to build a sacker, but I feel like saving up for multiple block should be my objective now.

One of the last tournaments I went to before the plague hit, we came up against a team from Italy where the Dark Elf player used a double Witch, double Assassin roster. It was bizarre, but pretty effective, as the frenzy was used to push people onto the blades of the assassins, and they managed to get a lot of injuries through the armour by sheer weight of opportunity.

Chatting to the guy after, he said it was a roster that was doing the rounds on the Italian tournament scene, and that (obviously) it has a load of teams that it categorically doesn't work against, but it was fun to use especially when bringing it to a scene that doesn't expect it.

MRLOLAST
May 9, 2013
Assassin with jump up is fun. Horrible vs orcs and dorfs but amazingly fun vs woodies and especially blodgin zons.
They should get spp for cas though. Like if you ever play vs flings :( all those little spps lost.

Verisimilidude
Dec 20, 2006

Strike quick and hurry at him,
not caring to hit or miss.
So that you dishonor him before the judges



Verisimilidude posted:

Working on an escher gang for a future Necromunda campaign.




Started an Escher gang!

Lucinice
Feb 15, 2012

You look tired. Maybe you should stop posting.
Hey is Aeronautica Imperialis any good? With the new starter set coming out I've been thinking of getting either this one or the last starter to add to my board game pile.

Cease to Hope
Dec 12, 2011
It's okay but, having played it a bit, it's doesn't have a lot to recommend it over a competitors like Wings of War or Bag The Hun, plus the miniatures are hideously expensive. It doesn't even have much of a player base.

Lucinice
Feb 15, 2012

You look tired. Maybe you should stop posting.

Cease to Hope posted:

It's okay but, having played it a bit, it's doesn't have a lot to recommend it over a competitors like Wings of War or Bag The Hun, plus the miniatures are hideously expensive. It doesn't even have much of a player base.

I was hoping to play it in a much more casual context but just being "okay' doesn't sound like it's worth the asking price.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Cease to Hope posted:

It's okay but, having played it a bit, it's doesn't have a lot to recommend it over a competitors like Wings of War or Bag The Hun, plus the miniatures are hideously expensive. It doesn't even have much of a player base.

The miniatures are far better detailed and engineered compared to other aircraft games. If you compare them to 1/200 scale model aircraft the price is very reasonable. Not cheap in absolute terms but you're not going to do better for the same level of quality

Leperflesh
May 17, 2007

So, Space Hulk. I haven't played in years, but years ago I played a fair bit. Here's some key stuff:

  • It's a Games Workshop game, from the late 1980s. The rules have been updated two or three times since then, but the soul of the game remains the same. And that means: it's a swingy luck-dependent game like most every game GW made back then. Your tactics matter a lot in this game, but you can play with the best possible tactical decision-making and still lose because of two or three critical dice rolls.
  • This is probably obvious, but as the Space Marines, do not get into melee. OK, the sergeant and his sword can sorta do OK in melee, and marines with thunder hammers or lightning claws are even better; but half the job of the genestealer player is to slow you down, so even if your melee specialists is chopping up 'stealers that means he's not moving forward. And even the melee specialists are pretty vulnerable to a swarm of genestealers in melee, so don't actively seek melee.
  • Keep moving forward. This is paramount. Move and shoot. You can leave marines in the rear as a rear guard, but you should assume you'll lose most of your terminators while advancing on the objective, so you need to advance rapidly so losing the guy in the lead doesn't doom your attempt to complete a mission.
  • That said, don't be afraid to intentionally commit marines to suicide missions. A single termie with overwatch orders every turn can often lock down a location for a couple of turns and that can sometimes be critical to getting a mission done. Turning around to shoot behind you is very costly in AP, it's better to have a marine you already decided is going to face backwards getting two shots plus OW, than to have the genestealers start catching up on your rear guy and having to waste AP just to make two 90 degree turns so you can finally start shooting or go on overwatch.
  • Use your move-and-shoot actions to shoot open doors so you can set up long lines of firing and overwatch.
  • This is a tactical maneuver game. You need to think like a chess player; how do you get the marine with the autocannon ready to mow down a long corridor of 'stealers, while also letting the marine carrying the CAT get past him? Probably he needs to stand in the middle of a room, so they can advance past him with two angle-forward moves. OK, now think ahead, you probably want your flamer ready to fill that one room with fire for two turns, not this turn but next turn, so can you lead him with one guy to shoot at whatever that blip up there might be, and how do you get him in front, etc.
  • Remember you can spend command points on any marine in response to at least one marine seeing a 'stealer make a move. It doesn't have to be the marine that sees the bug.
  • Don't feel obliged to spend AP clearing a jam if you don't have to. Maybe that guy is gonna carry the CAT now.
  • Sustained fire is incredibly important. Rolling on 5-6 doubles your kills compared to rolling on 6s only.
  • The assault cannon can't jam. That makes it the best overwatch weapon. Except, it can run out of ammo, which means if the stealer player wants to, they can overwhelm the cannon guy. I usually assume my opponent may try this and make sure my assault cannon runs out of ammo before he dies. I also never use him to shoot open doors, that's a waste of limited ammo.
  • If you have a chainfist, his job is to lead and open doors and probably get killed by stealers. He gets to hack open doors for free, so he can keep you moving in the first few turns until he gets overwhelmed. Sometimes his job is to run straight at some blips, hacking open doors, revealing blips (so you can arrange the stealers to be as far away as possible), and try and maybe take one or two out in melee.
  • You cannot kill all the bugs. It's impossible, more always come. Prioritize killing only the ones you absolutely have to kill, and try to deal with the rest by staying ahead of them, or sacrificing someone to tie them up, or blocking their progress with max-range flamer hits on rooms and corridors.
  • Remember, though, this game is bullshit. Roll not enough sixes, you lose no matter what.

One rules mod I always use if I'm playing with an inexperienced player, especially with a very tough mission like 3, is to not use the egg timer. Mission 3 has you handling two full squads, which really impairs your ability to spend time thinking about optimal movement. A good marine player spends the genestealer's turn counting squares and action points and stuff, but even then, it's rough if you have a turn where you need to roll a lot. Effectively losing APs because you ran out of time is certain to crush your chances of winning. The egg timer is just really unfair and unnecessary unless the player playing the marines is really good. You could use the stopwatch app on your phone to set a longer turn if you want (5 minutes is reasonable), or you can just play unlimited time.

Leperflesh fucked around with this message at 00:49 on Oct 3, 2021

Travic
May 27, 2007

Getting nowhere fast
I'm about halfway through the campaign and really liking it so far. I can beat the AI most of the time, but shamefully not all the time on hard. Should I abandon the campaign and play some games against people to get my rear end beat and learn to play better?

Cease to Hope
Dec 12, 2011

Z the IVth posted:

The miniatures are far better detailed and engineered compared to other aircraft games. If you compare them to 1/200 scale model aircraft the price is very reasonable. Not cheap in absolute terms but you're not going to do better for the same level of quality

I understand why they're so expensive, but it's a fundamental mismatch to the sort of game this is. They're overdetailed, to the point where it makes different models of plane mostly blur together rather than become more distinguishable. This is a Games Workshop problem in general, but it's particularly noteworthy here because this is a bad scale for kitbashing, the planes on stands are fragile and difficult to store and handle, the scale of planes varies wildly, and the planes are just pawns anyway. Most players have to proxy because sticking to your collection is highly limiting. The Ganes Workshop economy is fundamentally at odds with the game.

I would contrast it with AT, a similarly gribbly wargame of maneuver that owes a lot to tank and naval combat grog games. That game is also too expensive to be practical, but it at least delivers a science fiction mechanical feeling, and the models are suited to the game.

Assessor of Maat
Nov 20, 2019

Cease to Hope posted:

I understand why they're so expensive, but it's a fundamental mismatch to the sort of game this is. They're overdetailed, to the point where it makes different models of plane mostly blur together rather than become more distinguishable. This is a Games Workshop problem in general, but it's particularly noteworthy here because this is a bad scale for kitbashing, the planes on stands are fragile and difficult to store and handle, the scale of planes varies wildly, and the planes are just pawns anyway. Most players have to proxy because sticking to your collection is highly limiting. The Ganes Workshop economy is fundamentally at odds with the game.

I would contrast it with AT, a similarly gribbly wargame of maneuver that owes a lot to tank and naval combat grog games. That game is also too expensive to be practical, but it at least delivers a science fiction mechanical feeling, and the models are suited to the game.

I have bad news for you RE: real combat aircraft if you think 40K's are difficult to tell apart. I also encourage you to articulate in specific what you mean by overdetailed so I can point and laugh

aside from that; you could just cut to the chase and say printed tokens are better suited to it than models, save everyone some reading as "this is a game with models on flight stands" is all you're saying. seen that list almost verbatim about SFB, Dropfleet, Crimson Skies, you name it.

scale complaints make less sense here than usual though, new AT and AI stuff is probably the most internally consistent GW's ever bothered being, and quite nice to convert in

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Cease to Hope posted:

They're overdetailed, to the point where it makes different models of plane mostly blur together rather than become more distinguishable.

I can tell a Thunderbolt from a Lightning from a Marauder. The great thing about sci-fi is all their silhouettes are completely different since none of them obey the laws of aerodynamics.

The only way I'm differentiating between a Spitfire and a Me-109 is seeing which one has swastikas on it.

Cease to Hope posted:

the planes on stands are fragile and difficult to store and handle

GW made an excellent decision to introduce friction fit stands which means everything comes apart nicely for storage. You must be thinking about the last edition and even then people have been using barrel clasps and magnets for yonks.

Cease to Hope posted:

and the planes are just pawns anyway.

I too love to exercise my imagination and command a pile of cardboard chits with NATO unit symbology.

Cease to Hope posted:

Most players have to proxy because sticking to your collection is highly limiting.

The average game asks for maybe 5 fighters a side on average. Buying a starter + 2 boxes (<£100) gives you more than enough to go on for one side. If you want to run 2 sides then you'll have less choice but it's eminently doable.

You clearly have no idea what you're talking about.

The Easy Rider
Sep 21, 2006

Corn Dogs- Deep Fried Proof Of A Loving God
For someone starting Aeronautica Imperialis with an eye to build both an ork and Navy force, would just buying two starter sets be the best approach if you can get them at $50? Or is it a situation where you won't want or need extra copies of those planes?

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
I think you'd likely end up with too many Dakkajets, which, even though they are the nicest looking plane, are pretty much trash in the Ork fleet

Crab Dad
Dec 28, 2002

behold i have tempered and refined thee, but not as silver; as CRAB


Z the IVth posted:


The only way I'm differentiating between a Spitfire and a Me-109 is seeing which one has swastikas on it.

Wait hold up… you probably one of those guys who thinks everyone is David Mitchell.

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lilljonas
May 6, 2007

We got crabs? We got crabs!
I.... might just have spontaneously bought GW:s worst game, Dreadfleet, second hand. Because I think the ships are cool.

I'm thinking of seeing what other game I can use them for, either a weird version of Warhammer Historical's Trafalgar or Warlord Games' Black Seas.

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