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Floppychop
Mar 30, 2012

But I already own them

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nostrata
Apr 27, 2007

I think the 4 extra bodies is the more competitive choice.

Eediot Jedi
Dec 25, 2007

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

Waiting for paints to arrive so I went and got started on the next back log project, tau fire warriors for a kt. gently caress I'm enjoying the simplicity, I really dig the way they just look like fairly normal futuristic infantry. Even down to how they hold their guns, and the poses you can make with the gun in the off hand while they get keys out of their pocket. I'm torn between a classic desert tau scheme or something like sons of horus but a bit darker sea green.

jarofpiss
May 16, 2009

i had some friends over this weekend to play mordheim and while we all had fun, the horde warbands basically steamrolled everyone else. is there any way to make cult of possessed at all competitive at early levels with skaven? i have a witch hunter warband that's been through probably a half dozen or more battles and is fairly leveled up and i still have real trouble with the skaven even though the player only took two rats with slings total.

i played one session to teach the game to my buddy that wants to play skaven. i played a fresh cult of possessed warband and he absolutely wrecked it. he managed to sell my possessed to slavers in the postgame and i had a mutant die so i scratched the whole band. this weekend we did a 4 player melee and the cult player got owned again.

the skaven mobility and sheer numbers of attacks even at early stages with a fresh warband seem to make them really tough to handle. not sure what the best way to move forward is cause the other people aren't going to want to keep playing if they just get wrecked every time they come over.

jarofpiss
May 16, 2009

also for the mordheim intercept rule:

can a model that is within 2", unimpeded, but behind the front plane of the intended charge target intercept?

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Cease to Hope
Dec 12, 2011

jarofpiss posted:

the skaven mobility and sheer numbers of attacks even at early stages with a fresh warband seem to make them really tough to handle. not sure what the best way to move forward is cause the other people aren't going to want to keep playing if they just get wrecked every time they come over.

skaven are just a walking showcase of everything that does not work in mordheim. even if you don't abuse slings, hordes of dudes and dual wielding break the game's math wide open. fixing this means tinkering with core math, since pretty much all equipment and gang members are over- or underpriced.

jarofpiss posted:

also for the mordheim intercept rule:

can a model that is within 2", unimpeded, but behind the front plane of the intended charge target intercept?



there's GW errata saying that the intercept area is the area shown in the actual diagram, but it also changes how intercept fundamentally works (by redirecting charges instead of preventing them). so under the errata rules, no.

Lumpy
Apr 26, 2002

La! La! La! Laaaa!



College Slice

Floppychop posted:

For running Veteran Guardsmen, is it generally better to take 4 more bodies or use one of the air/artillery strikes?

99.846% of the time, four more bodies is better.

Indolent Bastard
Oct 26, 2007

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

nostrata posted:

I think the 4 extra bodies is the more competitive choice.

Like many skirmish games, more bodies equals more ability to get VP. Tank characters and cool weapons are neat, but three or four big guys can't cover the ground 8+ standard troops can.

berzerkmonkey
Jul 23, 2003

jarofpiss posted:

Monkey-hand skaven bullshittery

As I told someone the other day, try Warcry and pretend it's Mordheim. As much as I love Mordheim, the game mechanics kind of suck, and the warbands are not balanced in any way whatsoever. Obviously, you'r not going to get 1:1 for the warbands, but you can fudge some things to make them close enough.

I mean, the last time we played, I had a Mordheim game where my Sisters had to "Defend the Find" where "If at the end of the defender’s turn the attacker has more standing models within 6" of the objective than the defender, the attacker wins." My opponent had more models in range by the end of turn 2, and won the game because 1) he had more models; and 2) I had no shooting attacks. It literally took longer to set up than to play the game, and that sucks. We haven't run into anything that bad playing Warcry yet.

GW seems to be trying to make Warcry somewhat balanced, and isn't a mishmash of old-GW "let's just throw non-playtested things out there as a supplement."

Floppychop
Mar 30, 2012

nostrata posted:

I think the 4 extra bodies is the more competitive choice.


Lumpy posted:

99.846% of the time, four more bodies is better.

That's kind of what I figured, but there a few local guys that insist the air/artillery strikes are better.

It's probably them remembering one situation where they got lucky and they rolled hot and did a ton of damage at turn 0.

Ristolaz
Sep 29, 2005

By completely blowing off my BS you have passed the first trial
Speaking of warcry, if I'm using the free rules for warbands that were just released, and Im playing with someome who already has a board and terrain, do I need anything other than models? Tokens?

Covermeinsunshine
Sep 15, 2021

Tokens are usefull but you can deal without them (it might get confusing at some point without them but ech). You guys will need objective cards but I assume guy with terrain and board has them

berzerkmonkey
Jul 23, 2003

Ristolaz posted:

Speaking of warcry, if I'm using the free rules for warbands that were just released, and Im playing with someome who already has a board and terrain, do I need anything other than models? Tokens?

There are going to be some new rules additions and tweaks that you might want to be aware of, like reactions and stuff (they should be hitting the online review scene about now.) But assuming your friend has the core components, you're probably good. You'll will need six sided dice (three colors, six of each) for keeping track of your abilities when you roll each turn, as well as the obvious measuring device. If you have the time/energy, there are sites out there where you can do up custom Warcry cards and print them out - it might be a little easier than using what can be multiple pages of stats.

jarofpiss
May 16, 2009

does warcry have a similar post game structure to mordheim? gaining xp and gear and all the table rolling is something that my group pretty much finds essential to the game. i got into mordheim from warhammer quest and i like that rpg-esque progression



i also have a really extensive terrain collection, does it work well with super dense gameboards?

jarofpiss fucked around with this message at 00:13 on Aug 3, 2022

jarofpiss
May 16, 2009

berzerkmonkey posted:

As I told someone the other day, try Warcry and pretend it's Mordheim. As much as I love Mordheim, the game mechanics kind of suck, and the warbands are not balanced in any way whatsoever. Obviously, you'r not going to get 1:1 for the warbands, but you can fudge some things to make them close enough.

I mean, the last time we played, I had a Mordheim game where my Sisters had to "Defend the Find" where "If at the end of the defender’s turn the attacker has more standing models within 6" of the objective than the defender, the attacker wins." My opponent had more models in range by the end of turn 2, and won the game because 1) he had more models; and 2) I had no shooting attacks. It literally took longer to set up than to play the game, and that sucks. We haven't run into anything that bad playing Warcry yet.

GW seems to be trying to make Warcry somewhat balanced, and isn't a mishmash of old-GW "let's just throw non-playtested things out there as a supplement."

mordheim has been incredibly fun but it does suck that it occasionally has situations that incentivise doing things that don't make sense within the narrative. last game i voluntarily routed fairly early on because the way everyone was located it made no sense for me to work through the guys in close combat. all my guys were henchmen and wouldn't gain xp so there was no reason to risk them for an extra turn to get my heroes into position. i was ahead in the skirmish and doing fine but i didn't see the point in continuing even though i should have kept fighting per the "narrative" side of things.

didn't like feeling pressured to do that kind of stuff, but i still really like the game.

Legit Businessman
Sep 2, 2007



Thank you for all that. Having played basically 1 game (sort of), of kill team, are there general tips for the game?

It's good to know that I've got one of the more complex teams to use :commisar:

Although everyone is petty new to the game, so that helps.

moths
Aug 25, 2004

I would also still appreciate some danger.



Wasn't there a really good set of fan-fixes for Mordheim? Possibly on a Tuomas Pirinen Facebook or blog post?

Electric Hobo
Oct 22, 2008

What a view!

Grimey Drawer

jarofpiss posted:

does warcry have a similar post game structure to mordheim? gaining xp and gear and all the table rolling is something that my group pretty much finds essential to the game. i got into mordheim from warhammer quest and i like that rpg-esque progression
There is some postgame stuff, but it's pretty limited. Mostly rolling injuries, getting a weak item, rolling a die to see if a guy levels up, which just gives a reroll on a single attack die. It's not rpg-ish at all.

jarofpiss
May 16, 2009

Electric Hobo posted:

There is some postgame stuff, but it's pretty limited. Mostly rolling injuries, getting a weak item, rolling a die to see if a guy levels up, which just gives a reroll on a single attack die. It's not rpg-ish at all.

hmmm seems kind of pointless to play a skirmish game if you cant lose your heroes trying to search a well in the postgame

Electric Hobo
Oct 22, 2008

What a view!

Grimey Drawer

jarofpiss posted:

hmmm seems kind of pointless to play a skirmish game if you cant lose your heroes trying to search a well in the postgame
It might be different in the next box/edition/whatever. Age of Sigmar has more rpg stuff in the campaign system than current Warcry, so I hope they give Warcry a rework.

Ravendas
Sep 29, 2001




Electric Hobo posted:

It might be different in the next box/edition/whatever. Age of Sigmar has more rpg stuff in the campaign system than current Warcry, so I hope they give Warcry a rework.

Warcry 2e is in preorder right now. I thought you were talking about the new rules.

So yeah, the campaign stuff is supposed to be expanded a bit, but I don't have any details.

I'm a big Mordheim/Necromunda player from a long time ago, and most of the more modern systems really lack interesting post-game things. Warcry lacked it pretty bad, I hope the new version is a little more interesting.

Improbable Lobster
Jan 6, 2012

What is the Matrix 🌐? We just don't know 😎.


Buglord
I would hope it's along the lines of Kill Team's Spec Ops but, you know, Sigmar

berzerkmonkey
Jul 23, 2003
Well, a lot of the post game stuff turns people off - I've got buddies in my group who refuse to play "Spreadsheet-o-munda" because of the after game requirements. It also makes tournaments a chore, because everyone has to go through the post game sequence, which, admittedly, is time consuming (more NM than Mordheim) and neither really lends itself to quick play and turnaround like Warcry does. I see both sides, but I will say that when I've got a single day out of a month to hang out with friends and get some games in, I'd rather be actually playing a few quick games, rather than one long one with an extended epilogue, as cool as it can be.

Improbable Lobster
Jan 6, 2012

What is the Matrix 🌐? We just don't know 😎.


Buglord

berzerkmonkey posted:

Well, a lot of the post game stuff turns people off - I've got buddies in my group who refuse to play "Spreadsheet-o-munda" because of the after game requirements. It also makes tournaments a chore, because everyone has to go through the post game sequence, which, admittedly, is time consuming (more NM than Mordheim) and neither really lends itself to quick play and turnaround like Warcry does. I see both sides, but I will say that when I've got a single day out of a month to hang out with friends and get some games in, I'd rather be actually playing a few quick games, rather than one long one with an extended epilogue, as cool as it can be.

Spec Ops is completely optional. It provides an RPG style framework of leveling up your space dolls and getting unique equipment, but you can ignore it 100% if you just want to throw down. Hell, you can even play campaigns or narrative games without using them, or use them purely to add more rules to regular play. It's pretty well implemented IMO, though I imagine the bookkeeping would get pretty long after a while.

Ristolaz
Sep 29, 2005

By completely blowing off my BS you have passed the first trial
I like that they explicitly say you can play spec ops even if your opponent is not. You just can't use your bonuses and special gear but you can still gain xp and complete quests.

Fashionable Jorts
Jan 18, 2010

Maybe if I'm busy it could keep me from you



Currently reading the rules for the Novitiate and their Acts of Faith, and am slightly confused on the timing of when you use them.

For example; Faithful Blessing: When a friendly NOVITIATE operative fights in combat or makes a shooting attack, in the Roll Attack Dice or Roll Defence Dice step of that combat or shooting attack, re-roll
one of your attack or defence dice.

Do I spend the faith point before I make my rolls and hope I need the re-roll, or can I wait to see what my results are then spend faith to re-roll? It feels rather unclear to me when the "use the ability" step is.

Lumpy
Apr 26, 2002

La! La! La! Laaaa!



College Slice
Necromunda campaign question: if a player has a territory that gives them a hanger-on as a boon (I.e. they own the Rouge Doc Shop and get the free doc) and then that hanger on is killed, is the boon lost, or do they get a replacement?

dmnz
Feb 14, 2012

BNNRROWNWNWOWOWOWO
Been half tempted by Warmaster for a long time.
From all accounts its one of the best games GW ever produced.

And it looks like resin print armies are pretty cheap and great quality these days.

The main trick will be to try and dig up a couple of opponents and build a local scene.

Eediot Jedi
Dec 25, 2007

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

The nice thing about 3d printing your own Warmaster is it's really not a big ask to print another army or two for demonstration. :v:

dmnz
Feb 14, 2012

BNNRROWNWNWOWOWOWO
I'm not fancy enough to own a printer myself.

But getting a 2nd army for introductory purposes makes a lot of sense..

moths
Aug 25, 2004

I would also still appreciate some danger.



It's really great that nothing in most armies is more than an inch tall. Your print times are going to be phenomenal.

E. Nesbit
Mar 18, 2009

Eat two dicks and call me in the morning.

Fashionable Jorts posted:

Currently reading the rules for the Novitiate and their Acts of Faith, and am slightly confused on the timing of when you use them.

For example; Faithful Blessing: When a friendly NOVITIATE operative fights in combat or makes a shooting attack, in the Roll Attack Dice or Roll Defence Dice step of that combat or shooting attack, re-roll
one of your attack or defence dice.

Do I spend the faith point before I make my rolls and hope I need the re-roll, or can I wait to see what my results are then spend faith to re-roll? It feels rather unclear to me when the "use the ability" step is.

You spend the points after your initial roll. The window is during the Roll Attack Dice or Roll Defence Dice step of that combat or shooting attack, so at any point during that step. Remember that you can only reroll any die once, though you can reroll a die with Faithful Blessing only to change it with Guiding Light if it is still a miss.

Covermeinsunshine
Sep 15, 2021

For those who missed it warcry rules for death and destruction https://www.warhammer-community.com/2022/08/03/free-warcry-rules-for-your-grand-alliance-death-warbands/
https://www.warhammer-community.com/2022/08/02/free-warcry-rules-for-your-grand-alliance-destruction-warbands/

lilljonas
May 6, 2007

We got crabs? We got crabs!

moths posted:

It's really great that nothing in most armies is more than an inch tall. Your print times are going to be phenomenal.

It also helps immensely with storage and transportation. I just had to move most of my miniature stuff at home to the attic, and the 28mm stuff took up rows of moving boxes, while my several 6mm armies could easily be fitted in a single banana box.

I'm also on the "looking at 3D printed warmaster" bandwagon as one of my dream projects. The stuff being put out now looks amazing.

actually3raccoons
Jun 5, 2013



Lumpy posted:

Necromunda campaign question: if a player has a territory that gives them a hanger-on as a boon (I.e. they own the Rouge Doc Shop and get the free doc) and then that hanger on is killed, is the boon lost, or do they get a replacement?

If I was the Arbitrator I’d rule that they would get a new Doc in 6. Update Roster, step C. The territory just says that you may recruit a Rogue Doc, but since this happens after the medical escort step of the Post Battle actions the new Rogue Doc wouldn’t be available to stabilize any injured fighters from that last scenario where the other Rogue Doc was killed.

Lumpy
Apr 26, 2002

La! La! La! Laaaa!



College Slice

actually3raccoons posted:

If I was the Arbitrator I’d rule that they would get a new Doc in 6. Update Roster, step C. The territory just says that you may recruit a Rogue Doc, but since this happens after the medical escort step of the Post Battle actions the new Rogue Doc wouldn’t be available to stabilize any injured fighters from that last scenario where the other Rogue Doc was killed.

That makes sense, thanks!

Fashionable Jorts
Jan 18, 2010

Maybe if I'm busy it could keep me from you



E. Nesbit posted:

You spend the points after your initial roll. The window is during the Roll Attack Dice or Roll Defence Dice step of that combat or shooting attack, so at any point during that step. Remember that you can only reroll any die once, though you can reroll a die with Faithful Blessing only to change it with Guiding Light if it is still a miss.

Okay, thank you!

Hipster Occultist
Aug 16, 2008

He's an ancient, obscure god. You probably haven't heard of him.


Regarding CC attacks in Necromunda, let's say that i have 2 base attacks, a pistol, and a power fist. How many attacks in cc do I have? I'm a little confused about what the book means with "dual" weapons.

actually3raccoons
Jun 5, 2013



Hipster Occultist posted:

Regarding CC attacks in Necromunda, let's say that i have 2 base attacks, a pistol, and a power fist. How many attacks in cc do I have? I'm a little confused about what the book means with "dual" weapons.

Please correct me if I’m wrong, but as I understand it you would have 3 attack dice, one you assign to the pistol, the others go to the Power Fist. If that model charged they would gain a further +1 attack for a total of 4, and it would be 1 pistol (if you want) and 3 PF attacks.

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Lumpy
Apr 26, 2002

La! La! La! Laaaa!



College Slice

Hipster Occultist posted:

Regarding CC attacks in Necromunda, let's say that i have 2 base attacks, a pistol, and a power fist. How many attacks in cc do I have? I'm a little confused about what the book means with "dual" weapons.
Dual is if you have two of the same weapon, I think. So if you have an Attacks of 2, and you have one pistol and one power fist, you’d have two attacks. If you charged, you’d have three, but only one could be assigned to the pistol. If you had TWO power fists, you’d get three attacks base (+1 for dual weapons with the Melee attribute) and four if you charged. At least that is my understanding, but it is unclear exactly if “dual” means any two, two of the same type (I.e. pistol -or- melee) or just “two weapons that can be used in close combat “. So the above poster could be correct as well.

Lumpy fucked around with this message at 03:17 on Aug 5, 2022

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