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Funzo
Dec 6, 2002



I'm going to be really sad when my old bottles of Testor's Model Master plastic cement finally run out. I don't think they make it anymore under that branding, and I don't know if the newer stuff is the same.

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Cease to Hope
Dec 12, 2011

Aniodia posted:

On that note, I did have a question regarding plastic glues. I'm really only familiar with basic CA superglue, but I figure I may want to try and get my nephew into LI as well, so I want the models to be a little more sturdy. At work, we sell GW and Army Painter plastic glue, and I know people constantly say that GW stuff is fine, if overpriced. However, I don't really see many people talking about Army Painter plastic glue, so I'm wondering if it's decent enough, or if I should just order some Tamiya extra thin off of Amazon and deal with shipping stuff during December.

How old is your nephew? Teenager or older, just follow Z4's advice on the last page, bearing in mind that "solvent-only" cement is usually called "extra thin". Plastic cement doesn't really come in bad variations, just the occasional brand with an annoying applicator or something. It's commodity stuff, so there's no need to be a brand snob. (GW/Citadel just overcharge on everything.)

Younger, look for "non-toxic" or "limonene". It's still not something you'd want to ingest but the fumes are much less bad.

Funzo posted:

I'm going to be really sad when my old bottles of Testor's Model Master plastic cement finally run out. I don't think they make it anymore under that branding, and I don't know if the newer stuff is the same.

They do! It's just Testor's now and has a plastic applicator (which is apparently fine) but otherwise it's unchanged. Get the stuff with the red label if you want the classic; they have a white bottle for stuff that works on clear plastic, and blue for the non-toxic.

Lostconfused
Oct 1, 2008

Limonene is cool but the Tamiya one I've got has a huge applicator brush on the cap compared to the extra thin cement one. To me it feels too big for warhammer miniatures and I've had it spill over on other parts of the miniature several times when trying to apply it.

Cease to Hope
Dec 12, 2011

Lostconfused posted:

Limonene is cool but the Tamiya one I've got has a huge applicator brush on the cap compared to the extra thin cement one. To me it feels too big for warhammer miniatures and I've had it spill over on other parts of the miniature several times when trying to apply it.

dabbing off the brush on the inside of the rim helps a lot with this

EdsTeioh
Oct 23, 2004

PRAY FOR DEATH


Lostconfused posted:

Limonene is cool but the Tamiya one I've got has a huge applicator brush on the cap compared to the extra thin cement one. To me it feels too big for warhammer miniatures and I've had it spill over on other parts of the miniature several times when trying to apply it.

My exact issue with the Mr Hobby/Gunze stuff.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
I've got the reverse problem - one reason I don't like Super Thin is because the brush is so tiny. You can always unload an overloaded brush applicator but you can't add more to a tiny brush. Fancy uses for solvent cements

1. If you have a seam line where the halves of a model join up, you can bring the edges close together (but not touching), run generous amounts of solvent into the gap and then squeeze. The melted plastic will form a bead on the surface and when cured you can scrape it off and presto - no more seam.

2. If you have fine and hard to clear mould lines in intricate detail flooding the area with solvent can soften and make them less noticeable.

3. If your cleanup process has left a lot of irritating plastic dust that doesn't want to come off - flood it with solvent.

4. If your scraping has discoloured or roughened the plastic and its difficult to properly appreciate the model - paint it with solvent.

This is why I buy 1L of MEK for £10 and save the £4 for 40ml of Mr Cement for special occasions. :pseudo:

Cease to Hope
Dec 12, 2011
the local hardware store sells MEK by the five gallon bucket and i am tempted to make the most sprue glue anyone has ever seen

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
I saw someone trying to get rid of 3 cartons of empty sprues because of space and was tempted to ask them to convert everything into much more compact sprue goo.

Having not actually made it before, how does it compare to the various plastic putties as sold by Vallejo, Tamiya et al? I find those can be a little crumbly.

Cease to Hope
Dec 12, 2011
totally dissimilar. it has a consistency somewhere between the cement you used and cement-melted plastic, depending on your mix. smooth but sticky in application, followed by immediately rubbery.

sprue glue isn't really something you use precisely, because it's so destructive to plastic and hard to manipulate with tools. you use it to fill gaps (or directly on an attached surface), saturate the gap without too much mind for the mess, and scrape/sand off the excess once it's dried hard.

if you want something better than the tube pastes (which are terrible), that's what milliput, magic sculpt, or tamiya smooth epoxy is for.

Lumpy
Apr 26, 2002

La! La! La! Laaaa!



College Slice

Z the IVth posted:

I saw someone trying to get rid of 3 cartons of empty sprues because of space and was tempted to ask them to convert everything into much more compact sprue goo.

Having not actually made it before, how does it compare to the various plastic putties as sold by Vallejo, Tamiya et al? I find those can be a little crumbly.

Sprue goo is amazing, and you can make batches of different thicknesses.

Cease to Hope
Dec 12, 2011

Z the IVth posted:

A Goon (Cease to Hope? ADiceMustRoll?) made a very good effort post on glue in one of the threads but I'll do a quick summary as I can't find it.

btw was it this?

Cease to Hope posted:

Speaking of which, a while back I found an incredible guide to using plastic cement, both to make bonds but also a bunch of secondary applications. And, for once, it's not a gd video.

For these guides, GW plastic models and bases are styrene (except for clear plastic canopies), but third-party bases may not be, even if they're plastic.


This is on the site of some store I've never heard of, but people said they're reputable if you live in Canada. Either way, the guides are very useful.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Cease to Hope posted:

btw was it this?

Yes that was it!

Thanks for the explanation regarding sprue goo. I pretty much use a mix of superglue and talc to achieve the same result. Having said that it's probably easier to cook up large amounts of sprue goo without accidentally burning your eyes with cyanoacrylate fumes so I might give it a go one day.

Lovely Joe Stalin
Jun 12, 2007

Our Lovely Wang

Gravitas Shortfall posted:

For plastic glue I prefer Revell Contacta Professional with the needle applicator. The needle clogs sometimes but you can just set fire to it to clear it :black101:

I generally use that, but for the LI stuff I think Tamiya Extra thin is the way to go. Way too much danger of excess glue spilling over with the Revell. Also my pot of Contacta split in the yellow part and pissed glue everywhere for some reason.

Virtual Russian
Sep 15, 2008

I got my new epic today! Gw did ship it, but they never emailed me or updated my order, all good now.

The quality is really good, I can't find anything I don't like in the Solar Aux. There are a pair of marines that I'm not a fan of, certainly the gun shelf one, but he isn't too bad. The one that sticks out to me is the marine officer that has a helmet plume shelf, that isn't great. No one is going to be looking that close though, I think people blew that way out of proportion.

I think I'm going to trade all my marine infantry though, I still think Vanguard's stuff is better quality. If I'm lucky someone nearby will trade me for their Solar Aux.

The Leman Russ and Malcador are amazing, nothing in my collection looks this good. I'm going to get way too many of these. They are game changing, even the 3D printed Russ I got this year can't hold a candle to them. I think I'm going to use the Malcador as Baneblades in Armageddon, they are too good not to use whenever possible. I need to come up with a paint scheme for my solar aux that will let my tanks do double duty as Vostroyans.

Aniodia
Feb 23, 2016

Literally who?

Hey, thanks for all the comments and information on the different plastic glues and cements, and especially thanks to Cease to Hope for the links to that blogpost. Sounds like I should look to be picking up some Tamiya extra thin then, and play around with it before trying to put together some extra tiny mans and tanks.

Cease to Hope posted:

How old is your nephew? Teenager or older, just follow Z4's advice on the last page, bearing in mind that "solvent-only" cement is usually called "extra thin". Plastic cement doesn't really come in bad variations, just the occasional brand with an annoying applicator or something. It's commodity stuff, so there's no need to be a brand snob. (GW/Citadel just overcharge on everything.)

Younger, look for "non-toxic" or "limonene". It's still not something you'd want to ingest but the fumes are much less bad.

He's 10, and he's been curious about the various warhams in my room off and on. I just got him both of the Getting Started sets we had at work, one for Age of Sigmar and one for 40k, as well as the tools to put it together, but I don't know if he's done anything either by himself or with help. I don't know if I'd have him help with the Legions stuff, but maybe I could sit down with him and help him out with the starter sets while I get my Legions stuff built. Regardless, I'm sure he's be interested to see the epic-scale tanks and other vehicles, so once I get this missing bases thing figured out, I'll probably start assembling some of those first, maybe save a warhound or two to assemble with him around.

Major Isoor
Mar 23, 2011

Cease to Hope posted:

dabbing off the brush on the inside of the rim helps a lot with this

Agreed - it's a requirement. Dab off a lot so that there's no excess, then you'll be golden - even with fine/tiny joins

IncredibleIgloo
Feb 17, 2011





Funzo posted:

I'm going to be really sad when my old bottles of Testor's Model Master plastic cement finally run out. I don't think they make it anymore under that branding, and I don't know if the newer stuff is the same.

My last bottle ran out earlier this year. It was heartbreaking. Revell has a glue with a metal applicator and I have had good luck with it, but it puts out a little more glue than the Model Masters did. But it has a fun shape!

https://www.amazon.com/Revell-Conta...ps%2C130&sr=8-2

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.





Tau pathfinders, trying out some Soviet-style amoeba camo patterns

Xlorp
Jan 23, 2008


Further ME:SBG Battle Companies


Continuing a company beyond the first five games is where you really see the difference between players fighting forces directly against each other, and fighting indirectly without needing your force to be an even match for theirs. The company begins usually against a ramp campaign of predefined force levels. There's high likelihood that each company will have had variances in skill and luck finishing that campaign and be at different threat levels. Here someone has to scale the themed opponent scenario to scale more fairly in difficulty. Select a villain, add minimum bodyguard models, and a dozen grunts. If that's no more than 50-100 points more than the lowest point company, then the idea works. Add some specialist roles and more grunts till you've got forces defined for even the highest point battle company. Think about the effective synergies in the villain's army list and adjust their roster for devilish opportunities if the points allow.

So, to date Doug and I had run the Blue Mountains 5 scenario campaign from the Battle Companies book. His Durin's Folk, my Easterlings. At that point the companies were still wee babbies and obviously needed more scenarios. At this time I was using a cheap spiral notebook to list rosters, record wounds caused, and oopsie-deadsies. For simplified accounting we dropped the injury portion of the post-battle rolling. It was either Full Recovery, or DOA. Doug rolls much better than me at Injury resolution time.

So I took us into Extended Challenge Campaign until the system breaks on us. I worked out some kinks, such as customizing the points for each of us; not the same exact force points as a printed scenario would require.
I modeled a potential path of Warrior of Numenor to Strider, 105 points of exp. I pointed Fate at 10, and Mighty Hero at 30. Adding the rest per campaign book gives me 158 points for my built clone of 160 point Strider. I'm impressed at how close that came and gives me some faith in ability to balance battle companies versus army list forces.

#1 was an augment of the warg attack with 24 wargs and two chieftans. We used 40k genestealers and 2 lictors. Gruesome thought but not a creative force.

#2 was a giant cave with 24 goblins, 2 captains, drum team, and a choice in number of trolls (0-2). Go for the gusto and receive a war drum equipment if you won. I got a Kataphrakt as reinforcement here and I just happen to have a model with drums; we're stylin' here. The dwarves knocked out their 1 troll before they got rolled by the goblins.

#3 was Ashrak, the Spider Queen, 4 mirkwood spiders, 4 giants spiders, and 4 bat swarms. The dwarves were all eaten, so we rewound and tried again, sadder but wiser. The Easterlings made excellent use of two Path of the Ranger heroes. Once those get cooking, they harvest mooks every scenario and rack up points faster than most. The dwarves got two wounds (out of three) on the Queen this time and I awarded heavy armor to one of his 2handed axe heroes for a brave last-dwarf stand that almost rolled well enough to prevail. The Easterlings had great value from Fury and lost their only vanilla trooper (Hasrah the pikeman) on a low wound roll, replaced by a reinforcement roll with his twin brother Yinzer.

Here is where I put the rosters on Google sheets for our forces, and upcoming scenarios. A third sheet holds the most important special rule summaries we've needed to date. We can just look everything up on our phones during the game and I only use the notebook for in-game notes about wounds caused, and the post-game rolls.

#4. Surprise Ambush Battle Company Wolves of Isengard!
The Dwarf Experience: Sharku, Captain, 15 warg riders, 6 wild wargs. The dwarf heroes mulched rank and file with abandon, while Sharku rode his own bloody course through dwarf warriors. And then heroes. And then it was just the solitary Gimli model, a 2handed axe hero (Waeck the Whacker) with two attacks wielding the Axe of The Blue Mountains (Burly and Mighty Blow). Sharku was pancaked, and the remaining warg riders vanished. The dwarves picked up lots of exp in this one and had influence saved up to buy a Sage (2+ Blinding Light), and a Lucky Talisman for the Captain. A Khazad Guard model heroed up; Fearless (though Bodyguard) in a hero is a nice trait.
Easterling time: Form castle with Captain and Black Dragons as the shell. Terror-causing Rhunish Drake and Dead Marsh Spectre anchored the board edge so there could be no easy surround. Archers, Sorcerer, and Shaman in the center manifesting mischief. Few casualties this time. Sharku was swiftly unwarged, and hung back behind his 21 charging warg riders, captain, and 6 wild wargs moved in and bounced off. One Archer hero maxed out on Path of the Ranger and moved to Path of the Warrior. Reinforcements brought Kataphrakt#2 to the roster.

#5. Be Vewy Quiet. We awe hunting Dwagons!
Cavern with a chasm running the entire center of the table. 3 stone bridges. 2 bat swarms, 12 goblins near the middle, three spread out goblin spawn points that begin operating at the end of turn 3. One dragon (Flying, Breathe Fire) set up across from the challenging battle company. I wasn't sure if this would end too quickly or not. 423 points Dwarves, 433 points Easterlings, 480 point dragon plus gribbly support. We both had our BS ways of causing multiple wounds to D7 in one turn and some way of mitigating Terror or Breath attacks. I had a Watcher in the Water scenario lined up just in case. That's a hammer of 2-3 cave trolls against an anvil of the Watcher and 2 bat swarms generally nuisancing.
I resolved to play the dragon cagily, waiting for the right time to commit to duel rolls and minimized risk to roll Courage on account of Wounds. Doug's plan was to advance his combo attack teams under the umbrella of his Blinding Light which would give him 3 turns of relative safety from Fire Breath once the dragon closed in. The goblins went over the bridge first and overran the dwarf screen. Outnumbered 4:1 by goblins is no way to vanguard vanilla two-handers. Our archers traded shots in lopsided ratio as well, which worked out in goblin favor again as mine were protected from charge by the chasm and many of his company cannot wield shield. Still, the goblins were dropping like flies and would be gone soon, so the Dragon flew over the chasm off on a flank. The dwarf 2handed chainsaw accepted the gambit and moved into contact with a goblin to protect himself as he advanced with two friends away from the central Blinding Light cluster. The Dragon shot its flame into combat, hitting target and beating the in the way roll. S10 hit to D7 dwarf; Fate roll is 2, the 1 wound is taken, and Waeck is flash-fried, likewise the silly goblin. Strangely the two dwarf friends were not wounded, just ashen-faced. Dark side won initiative, bats swooped into the fray, and the goblins locked the sage into combat so he could cast no more spells. Then the beast Monstrous Charged the next combat-specialized dwarf, who had F6, D9, 2 Attacks, Blade Master, Heroic Strike, 2 Might, and 3 Wounds. F10 2 dice and reroll against F10 3 dice (both Heroic Striked) was decent odds. Best dwarf roll was 3, and the best dragon roll was 5. Rend for 1 Wound this round and finished him off in the next. And then it was bottle time since the dragon was both rampant and ascendant. Lucky bugger had no permanent casualties in his company and picked up 6 hero exp Path table rolls, and another Khazad guard promoted to hero.
This all took long enough that we had to pack up without playing the Easterling side, much less the Watcher in the Water. Dwarves lost a highly tactical, long game and still earned a ton of buffs.

Xlorp fucked around with this message at 08:09 on Dec 11, 2023

Safety Factor
Oct 31, 2009




Grimey Drawer
Grail knights and USRs:
https://www.warhammer-community.com/2023/12/11/old-world-almanack-living-saints-and-special-rules/

  • We finally know what armorbane does. On a natural 6 to wound an attack's AP value is improved by whatever the value is. So that shaggoth from the other week would be getting -2.
  • Lances, as expected, can only be used on the charge and hit at S+2 AP-2. This at least confirms that AP will be tied to weapons rather than a model's strength.
  • Counter charge lets a unit respond to a long bomb charge (more than the charging unit's base movement value) by running forward d3+1". If the units make contact they both count as charging. The article implies this is only an option against monsters, cavalry, and chariots.
  • First charge seems like a really powerful rule. When a unit with this rule charges for the first time in a game their opponents get no rank bonuses.
  • Swiftstride is +d6" to charges and adds 3" to your possible maximum charge range
  • Regular horses do not modify their rider's wounds. Seems like that'll be limited to monstrous cavalry and up.
  • It also seems like a model may not get an improved armor save from being mounted. The article says that grail knights have a 3+ save where under the old system they'd have a 2+. Between their armor, shields, and barding the only thing I can think that's changed is that mounts don't improve their save by default anymore.


The rest is all just name drops or bretonnian-specific stuff.

Safety Factor fucked around with this message at 23:49 on Dec 11, 2023

Mohawk Potato
Jan 15, 2008



Safety Factor posted:

Grail knights and USRs:
https://www.warhammer-community.com/2023/12/11/old-world-almanack-living-saints-and-special-rules/

  • We finally know what armorbane does. On a natural 6 to wound an attack's AP value is improved by whatever the value is. So that shaggoth from the other week would be getting -2.
  • Lances, as expected, can only be used on the charge and hit at S+2 AP-2. This at least confirms that AP will be tied to weapons rather than a model's strength.
  • Counter charge lets a unit respond to a long bomb charge (more than the charging unit's base movement value) by running forward d3+1". If the units make contact they both count as charging. The article implies this is only an option against monsters, cavalry, and chariots.
  • First charge seems like a really powerful rule. When a unit with this rule charges for the first time in a game their opponents get no rank bonuses.
  • Swiftstride is +d6" to charges and adds 3" to your possible maximum charge range
  • Regular horses do not modify a their rider's wounds. Seems like that'll be limited to monstrous cavalry and up.
  • It also seems like a model may not get an improved armor save from being mounted. The article says that grail knights have a 3+ save where under the old system they'd have a 2+. Between their armor, shields, and barding the only thing I can think that's changed is that mounts don't improve their save by default anymore.


The rest is all just name drops or bretonnian-specific stuff.



They confirmed on twitter that being mounted does not confer +1 to save.

serious gaylord
Sep 16, 2007

what.

Mohawk Potato posted:

They confirmed on twitter that being mounted does not confer +1 to save.

Yeah I was thinking that when I saw they only had a 3+ save. That does mean quite a lot of light cavalry got a lot squishier.

Leperflesh
May 17, 2007

serious gaylord posted:

Yeah I was thinking that when I saw they only had a 3+ save. That does mean quite a lot of light cavalry got a lot squishier.

Well, they can adjust that of course, by just giving them more armor, or more wounds, or whatever. I think we'll need to see stat blocks for some significant proportion of two or three armies before we can really draw conclusions.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Horse barding gives +1 but not being on a horse.

ro5s
Dec 27, 2012

A happy little mouse!

I’m kind of hoping boars stay as a +2, one of boar boyz’ problems was always having a 3+ when everyone else’s cavalry got a 2+ so them being on the same level for once would be nice.

TheDiceMustRoll
Jul 23, 2018

Xlorp posted:

Further ME:SBG Battle Companies


Continuing a company beyond the first five games is where you really see the difference between players fighting forces directly against each other, and fighting indirectly without needing your force to be an even match for theirs. The company begins usually against a ramp campaign of predefined force levels. There's high likelihood that each company will have had variances in skill and luck finishing that campaign and be at different threat levels. Here someone has to scale the themed opponent scenario to scale more fairly in difficulty. Select a villain, add minimum bodyguard models, and a dozen grunts. If that's no more than 50-100 points more than the lowest point company, then the idea works. Add some specialist roles and more grunts till you've got forces defined for even the highest point battle company. Think about the effective synergies in the villain's army list and adjust their roster for devilish opportunities if the points allow.

So, to date Doug and I had run the Blue Mountains 5 scenario campaign from the Battle Companies book. His Durin's Folk, my Easterlings. At that point the companies were still wee babbies and obviously needed more scenarios. At this time I was using a cheap spiral notebook to list rosters, record wounds caused, and oopsie-deadsies. For simplified accounting we dropped the injury portion of the post-battle rolling. It was either Full Recovery, or DOA. Doug rolls much better than me at Injury resolution time.

So I took us into Extended Challenge Campaign until the system breaks on us. I worked out some kinks, such as customizing the points for each of us; not the same exact force points as a printed scenario would require.
I modeled a potential path of Warrior of Numenor to Strider, 105 points of exp. I pointed Fate at 10, and Mighty Hero at 30. Adding the rest per campaign book gives me 158 points for my built clone of 160 point Strider. I'm impressed at how close that came and gives me some faith in ability to balance battle companies versus army list forces.

#1 was an augment of the warg attack with 24 wargs and two chieftans. We used 40k genestealers and 2 lictors. Gruesome thought but not a creative force.

#2 was a giant cave with 24 goblins, 2 captains, drum team, and a choice in number of trolls (0-2). Go for the gusto and receive a war drum equipment if you won. I got a Kataphrakt as reinforcement here and I just happen to have a model with drums; we're stylin' here. The dwarves knocked out their 1 troll before they got rolled by the goblins.

#3 was Ashrak, the Spider Queen, 4 mirkwood spiders, 4 giants spiders, and 4 bat swarms. The dwarves were all eaten, so we rewound and tried again, sadder but wiser. The Easterlings made excellent use of two Path of the Ranger heroes. Once those get cooking, they harvest mooks every scenario and rack up points faster than most. The dwarves got two wounds (out of three) on the Queen this time and I awarded heavy armor to one of his 2handed axe heroes for a brave last-dwarf stand that almost rolled well enough to prevail. The Easterlings had great value from Fury and lost their only vanilla trooper (Hasrah the pikeman) on a low wound roll, replaced by a reinforcement roll with his twin brother Yinzer.

Here is where I put the rosters on Google sheets for our forces, and upcoming scenarios. A third sheet holds the most important special rule summaries we've needed to date. We can just look everything up on our phones during the game and I only use the notebook for in-game notes about wounds caused, and the post-game rolls.

#4. Surprise Ambush Battle Company Wolves of Isengard!
The Dwarf Experience: Sharku, Captain, 15 warg riders, 6 wild wargs. The dwarf heroes mulched rank and file with abandon, while Sharku rode his own bloody course through dwarf warriors. And then heroes. And then it was just the solitary Gimli model, a 2handed axe hero (Waeck the Whacker) with two attacks wielding the Axe of The Blue Mountains (Burly and Mighty Blow). Sharku was pancaked, and the remaining warg riders vanished. The dwarves picked up lots of exp in this one and had influence saved up to buy a Sage (2+ Blinding Light), and a Lucky Talisman for the Captain. A Khazad Guard model heroed up; Fearless (though Bodyguard) in a hero is a nice trait.
Easterling time: Form castle with Captain and Black Dragons as the shell. Terror-causing Rhunish Drake and Dead Marsh Spectre anchored the board edge so there could be no easy surround. Archers, Sorcerer, and Shaman in the center manifesting mischief. Few casualties this time. Sharku was swiftly unwarged, and hung back behind his 21 charging warg riders, captain, and 6 wild wargs moved in and bounced off. One Archer hero maxed out on Path of the Ranger and moved to Path of the Warrior. Reinforcements brought Kataphrakt#2 to the roster.

#5. Be Vewy Quiet. We awe hunting Dwagons!
Cavern with a chasm running the entire center of the table. 3 stone bridges. 2 bat swarms, 12 goblins near the middle, three spread out goblin spawn points that begin operating at the end of turn 3. One dragon (Flying, Breathe Fire) set up across from the challenging battle company. I wasn't sure if this would end too quickly or not. 423 points Dwarves, 433 points Easterlings, 480 point dragon plus gribbly support. We both had our BS ways of causing multiple wounds to D7 in one turn and some way of mitigating Terror or Breath attacks. I had a Watcher in the Water scenario lined up just in case. That's a hammer of 2-3 cave trolls against an anvil of the Watcher and 2 bat swarms generally nuisancing.
I resolved to play the dragon cagily, waiting for the right time to commit to duel rolls and minimized risk to roll Courage on account of Wounds. Doug's plan was to advance his combo attack teams under the umbrella of his Blinding Light which would give him 3 turns of relative safety from Fire Breath once the dragon closed in. The goblins went over the bridge first and overran the dwarf screen. Outnumbered 4:1 by goblins is no way to vanguard vanilla two-handers. Our archers traded shots in lopsided ratio as well, which worked out in goblin favor again as mine were protected from charge by the chasm and many of his company cannot wield shield. Still, the goblins were dropping like flies and would be gone soon, so the Dragon flew over the chasm off on a flank. The dwarf 2handed chainsaw accepted the gambit and moved into contact with a goblin to protect himself as he advanced with two friends away from the central Blinding Light cluster. The Dragon shot its flame into combat, hitting target and beating the in the way roll. S10 hit to D7 dwarf; Fate roll is 2, the 1 wound is taken, and Waeck is flash-fried, likewise the silly goblin. Strangely the two dwarf friends were not wounded, just ashen-faced. Dark side won initiative, bats swooped into the fray, and the goblins locked the sage into combat so he could cast no more spells. Then the beast Monstrous Charged the next combat-specialized dwarf, who had F6, D9, 2 Attacks, Blade Master, Heroic Strike, 2 Might, and 3 Wounds. F10 2 dice and reroll against F10 3 dice (both Heroic Striked) was decent odds. Best dwarf roll was 3, and the best dragon roll was 5. Rend for 1 Wound this round and finished him off in the next. And then it was bottle time since the dragon was both rampant and ascendant. Lucky bugger had no permanent casualties in his company and picked up 6 hero exp Path table rolls, and another Khazad guard promoted to hero.
This all took long enough that we had to pack up without playing the Easterling side, much less the Watcher in the Water. Dwarves lost a highly tactical, long game and still earned a ton of buffs.

So...do you LIKE battle companies

Xlorp
Jan 23, 2008


TheDiceMustRoll posted:

So...do you LIKE battle companies

Serious business answer:
Based on excellent skirmish engine ME:SBG, with varieties of models supported for dozens of factions. If you bought into the main game, you already have the models you want, and decent proxy opportunities.
Most companies are maximum 15 members. All models required for a scenario (all sides) can fit on one cafeteria tray.
You can play head to head against other player companies. Be prepared for balance issues.
I love the indirect competition scheme of the narrative campaign option. You get to play lots of different style aggro forces against your friends' companies, and they return the favor against your force.
Add a Game Moderator to check points balance for everyone, and devise fiendish challenges scaled to each participating company.
A single narrative campaign (there have been only two published so far) or GW sourcebook scenario is only as balanced as the designer intended. Companies do not get the time to stretch in interesting directions starting from 0 xp through 5 scenarios in ramping difficulty.
The main game army books are a great source of villain themes for added campaign scenarios. There's almost infinite room to scale up interesting and powerful challenge lists rivalling main game scenarios.
I find the tracked injury rules to be cumbersome once you're out of the published campaign path.
Points versus ability costs appear to be balanced well with the army books.
Can work up to Fellowship power level heroes in your favorite subfaction
Because your company grows in power incrementally, you're better versed in using the special rules and power combos you've put together. You'll play the main game better because of this.

I've played hundreds of sessions of ME:SBG since it was introduced. If you're not looking to recreate a movie moment, this is a great way to play a subfaction for all you can pull from it.

Xlorp fucked around with this message at 23:25 on Dec 11, 2023

Virtual Russian
Sep 15, 2008

Going to have to give it a go. My partner and I both have decent armies, but rarely break them out. This might get the dust off them.

Lumpy
Apr 26, 2002

La! La! La! Laaaa!



College Slice
Hot drat. I just got into MESBG, and now you tell me there _more_ awesome???

TheDiceMustRoll
Jul 23, 2018

Xlorp posted:

Serious business answer:
Based on excellent skirmish engine ME:SBG, with varieties of models supported for dozens of factions. If you bought into the main game, you already have the models you want, and decent proxy opportunities.
Most companies are maximum 15 members. All models required for a scenario (all sides) can fit on one cafeteria tray.
You can play head to head against other player companies. Be prepared for balance issues.
I love the indirect competition scheme of the narrative campaign option. You get to play lots of different style aggro forces against your friends' companies, and they return the favor against your force.
Add a Game Moderator to check points balance for everyone, and devise fiendish challenges scaled to each participating company.
A single narrative campaign (there have been only two published so far) or GW sourcebook scenario is only as balanced as the designer intended. Companies do not get the time to stretch in interesting directions starting from 0 xp through 5 scenarios in ramping difficulty.
The main game army books are a great source of villain themes for added campaign scenarios. There's almost infinite room to scale up interesting and powerful challenge lists rivalling main game scenarios.
I find the tracked injury rules to be cumbersome once you're out of the published campaign path.
Points versus ability costs appear to be balanced well with the army books.
Can work up to Fellowship power level heroes in your favorite subfaction
Because your company grows in power incrementally, you're better versed in using the special rules and power combos you've put together. You'll play the main game better because of this.

I've played hundreds of sessions of ME:SBG since it was introduced. If you're not looking to recreate a movie moment, this is a great way to play a subfaction for all you can pull from it.


Yeah I wondered. People poo poo on BC pretty regularily but it didnt seem any worse than Munda, Blood Bowl, Warcry's Campaign systems

Broken Record Talk
Jul 28, 2009

A three-hundred thousand degree baptism by nuclear fire;
we had it coming.

Virtual Russian posted:

I think I'm going to trade all my marine infantry though, I still think Vanguard's stuff is better quality. If I'm lucky someone nearby will trade me for their Solar Aux.

If you’re serious about that, and don’t mind shipping to the US East Coast (no idea where you’re at) - that’s a swap I’d love to make. No interest in Solar Aux myself.

GhastlyBizness
Sep 10, 2016

seashells by the sea shorpheus
https://www.warhammer-community.com/2023/12/12/whats-new-in-kill-team-salvation/

Preview of new Kill Team: Oil Rig rules and tbh they seem a lot more interesting than the uninspiring terrain made them appear. Potentially more emphasis on height than that core kit suggested and good scope for anti-obscure shenanigans.

Virtual Russian
Sep 15, 2008

Broken Record Talk posted:

If you’re serious about that, and don’t mind shipping to the US East Coast (no idea where you’re at) - that’s a swap I’d love to make. No interest in Solar Aux myself.

deal!

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe
Edit - grossly outdated post.

Cease to Hope
Dec 12, 2011

GhastlyBizness posted:

https://www.warhammer-community.com/2023/12/12/whats-new-in-kill-team-salvation/

Preview of new Kill Team: Oil Rig rules and tbh they seem a lot more interesting than the uninspiring terrain made them appear. Potentially more emphasis on height than that core kit suggested and good scope for anti-obscure shenanigans.

That's kinda like saying a new edition of 40K is going to have more emphasis on guns and chainsword shenanigans, heh.

What is new is that abilities that let you ignore the fact that a model is obscured or abilities that only check LOS get significantly better. There's a lot of these! Pathfinder markerlights, snipers who ignore obscured, psykers who only check LOS. There's going to be a lot of stuff instantly broken on day 1 because they doing care about Obscured, unless there's some additional rules here. (And, indeed, there may well be.)

No Luck Needed
Mar 18, 2015

Ravel Crew

StashAugustine posted:

Tau pathfinders, trying out some Soviet-style amoeba camo patterns

they look very nice, I have the same kill team primed white waiting for me to get around too. I find camo a bit intimidating, yours looks great

Cease to Hope
Dec 12, 2011
The Striking Scorpion Kill Team is actually an aspect warrior kill team, where you can mix and match scorpions, banshees, and avengers. They do get an exarch, but instead of specialists, they have a pool of one-time-use abilities for each aspect.

Also, shooting through the mist with stuff that ignores Obscured or only needs LOS is working as intended, so that will be interesting. Hopefully there isn't too much crap going DZ to DZ with the table layouts.

thebardyspoon
Jun 30, 2005
It still cracks me up that they made the box set for the Gallowdark season, all set on the bowels of a ship with terrain representing that and it included a team of Navis Imperial breachers, one of whom was the "hatch cutter" with the ability in fiction and on his datacard to cut holes in bits of terrain so his buddies can move through it and then made it so games played on that tile set had the universal rule of "oh and terrain on this tileset can never be moved through for any reason".

GhastlyBizness
Sep 10, 2016

seashells by the sea shorpheus

Cease to Hope posted:

Also, shooting through the mist with stuff that ignores Obscured or only needs LOS is working as intended, so that will be interesting. Hopefully there isn't too much crap going DZ to DZ with the table layouts.

I get a real kick out of how the beneficiaries here are careful snipers and markerlights but then also a dwarf going full auto into the fog with a laser minigun

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Cease to Hope
Dec 12, 2011

thebardyspoon posted:

It still cracks me up that they made the box set for the Gallowdark season, all set on the bowels of a ship with terrain representing that and it included a team of Navis Imperial breachers, one of whom was the "hatch cutter" with the ability in fiction and on his datacard to cut holes in bits of terrain so his buddies can move through it and then made it so games played on that tile set had the universal rule of "oh and terrain on this tileset can never be moved through for any reason".

huh. if hazardous areas count as a terrain feature, the hatchcutter can cut a corner off of the fog.

GhastlyBizness posted:

I get a real kick out of how the beneficiaries here are careful snipers and markerlights but then also a dwarf going full auto into the fog with a laser minigun

the starstriders can call in orbital strikes on your DZ, too, lol. (so can vet guard but lol if you take the orbital strikes in vet guard)

haven't found any other funny ones yet

Cease to Hope fucked around with this message at 21:17 on Dec 13, 2023

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