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hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

Raged posted:

Why, Oh why won't they bring back Necromunda.

I still like in eternal shame for buying Gorka Morka back in the day.

I'm pretty sure they've confirmed they will. Personally I'm dreading it, if BB has taught us anything about community engagement with regards to rules, they'll completely ignore the NCE aside from sending out a C&D.

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hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

ineptmule posted:

It's going to be a loving disaster. Hopefully the minis will be good and my tiny group of gaming friends can just play NCE forever.

Somebody in my club's FB group said they looked forward to "Age of Necromunda".

That can gently caress off and all.

Atlas Hugged posted:

Deadzone works great as a proxy for Necromunda. All you have to do is remove the mat.

You've mentioned this before, but I don't see how it'd work without the DZ scenery/mat without slowing everything down.

Plus the lack of progression. Who plays one-off Necromunda except for intro games?

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

Atlas Hugged posted:

When I said remove the mat, I just meant use the Deadzone scenery and whatever miniatures you're using to play Necromunda instead.

Ah, misinterpreted that, sorry.

quote:

Deadzone has campaign rules and progression. No one talks about it though because I think most of us just play it as a skirmish game.

I'm hoping to try the campaign rules at my club, but a flick through suggests they're just tacked on.

quote:

The only reason people don't just set a credits level and play one-off games of Necromunda is because it wasn't part of the culture of the game, but there's nothing to stop you from doing that and it would be far more balanced.

Because there's nothing separating starting gangs, and it'd be pretty boring rolling 3/3 WS/BS against each other.

SRM posted:

That being said, if GW remade Necro, they'd probably put out a decent app for tracking progression and such which would be real nice.

Yaktribe already has a great roster builder for that.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

Atlas Hugged posted:

Then this is a mechanical failing of Necromunda and limitations of the starting options. Deadzone has a ton of variety in what you can take and even if two people both took Forge Fathers they could make dramatically different forces. And since the game works based on number of dice you roll which increase and decrease based on circumstance and equipment, it's not the same as WS/S 3 vs WS/T 3 every single time.

Yes, I get it. You love Deadzone. :v

We've been through this before though - Necromunda is a campaign system, and that's why people play it. So it's not directly comparable to DZ, which is more of a points-based skirmish game (with an optional campaign system tacked onto it).

Atlas Hugged posted:

Yeah I'm aware, but the development is still hampered by random tables, though as you mentioned the different gangs are skewed towards certain trends. I can't remember how limited since it's been years since I played a campaign, but I definitely remember being annoyed at getting +1 I or LD or something and not one of WS/BS/S/T/W, or getting a physical skill on a dude with BS 4.

But I could also be completely misremembering and the player could have a lot more agency in the skills and stat increases.

You didn't have to take the physical skill, as you have 3 tables to choose from. I do think the progression in Necromunda is too unfocused though. Rolling 6 advances after one game and getting nothing but I/LD increases sucked, same when I decided to roll on the Shooting table and half my gang ended up as Gunfighters.

Ashcans posted:

Only works to a certain extent, though. I recall my Heavy getting a pair of WS increases and a Strength boost, and he can't trade off his weapon unless someone else picks up the skill that lets you tote heavy weapons.

Although it at least makes it amusing when someone tries to run up and engage him and gets beaten to death with a Stubber.

I'd have switched up to a close ranged special weapon like a flamer or melta, as the WS would still get regular use.

Slimnoid posted:

It's still kind of naff because if I spend a bunch of time and money trying to make a beefy melee dude but then have to start giving him ranged because the game randomly decided to do that, I'd be a bit annoyed. It's also no excuse for poor game design.

+BS on a melee dude can be brilliant though. Give them a pistol, and any turn they'd be out of range of charging a close target, pop them with the pistol range modifiers and if you hit, charge them next turn.

Or if they've got a S increase, give them grenades :getin:

hexa fucked around with this message at 13:58 on Jan 18, 2017

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

JcDent posted:

What are good, european shipping friendly websites to buy alt orcs for bloodbowl? I had bern told that I best field 4 Borcs, 4 Blitzers, a troll, a thrower and a lineman, otherwise I would have a poo poo team, so I need tye miniatures not present in GW box.

Comixininos is the go-to place for EU BB.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

JcDent posted:

I am angry enough to mangle then players that I already have, but I need a troll, so I might get one from comixininos and then maybe blitzer/linemanw with metal face masks, which are what I love about the new blitzers.

Unless those minis are metal: then it's a black scorp troll and done.

The great thing about Trolls is that you can use pretty much any Troll mini for it. I went with a Hordes spiky troll thing for £12 from Dark Sphere, which has worked fine for two seasons of playing Orcs.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

Zaphod42 posted:

Actually looks like pretty cool sculpts. They have extra heads so you don't have as many identical guys, and the composition of 6 blockers and 2 and 2 and 2 of the others is actually an ideal Dwarf team, so you don't need to buy more boxes or guys or do kitbashing.

I think that's because you can buy everything you want from the roster, with 3 rerolls, for 1000TV.

One of the many reasons why they're the most boring team in the game.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
So does the box contain campaign rules? Couldn't work it out from your post.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
The link above is all I've managed to find. Considering they reference the Necromunda skills, I'm assuming it's all 2E rules?

I've always wanted to play Gangs of Nu Ork, but Necromunda at our club kinda stalled. Partly due to the restrictions placed on it by the DM, and the fact they're a teacher and have periods where they're unavailable :/

hexa fucked around with this message at 18:27 on Feb 2, 2017

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

Lord_Hambrose posted:

Do we need to take a week to mourn after the release of Age of the Emperor before posting about current 40k here, or just go ahead at midnight on launch day?

In real content, I am thinking about buying a Blood Bowl team from Comixininos. Any experience with them? Prices seem pretty reasonable.

I've ordered from them a few times. I get the impression it's not a full-time operation - there will be some delay between your order, and when it's actually dispatched. Delivery is pretty quick once it's out though.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
If you want to scratch that NM itch, I recommend This Is Not A Test. We've been playing it at our club and it's somewhere between Frostgrave and Necromunda in terms of complexity. The activation system is pretty good and means that it's rare for people to get an entire turn in before their opponent: you roll D10 + Mettle stat, if you beat 10 then you get two actions for that character and maintain initiative, otherwise it's one action and initiative passes to your opponent. This means that improving Mettle is actually bloody useful instead of being a "waste" like I/LD upgrades were. The other nice thing about the progression is that when you roll a stat increase you choose one of two increases, instead of being forced into +1WS on a shooty model. Any differences in gang rating are fixed via an inducement system like BB, instead of an underdog bonus.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
The chatter going around the various groups is that this is a soft-launch Necromunda, with a full release coming later.

GW also appears to have quietly dropped the Killteam box from the website, too.

I'm half tempted to pick this up out of curiosity - I've got enough Chaos minis to put something together for some games, plus it means I'll actually have some more scenery.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
The last official word was that NM was being handled by Specialist Games/Forgeworld. There's also a new video game based on it. So I think NM is still on the cards. As for rules compatibility - doesn't Gangs of Comorragh use a completely custom ruleset? Swear I read something about using D8s.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
My local club is starting to look at Epic. As this was a game that was being wound down as I started GW stuff, I've always wanted to play it. Does anybody have a list of UK/EU suppliers where I can find some Chaos/Eldar stuff?

ineptmule posted:

This Is Not A Test sounds cool. However this quoted bit doesn't make sense to me - NM's underdog bonus helps weaker gangs level up quickly to get onto a level playing field quicker. Inducements just keep them at that low level. If experience is earned from hurting people, then any special characters or star players you use as part of your inducements surely just hog XP from your actual gangers?

The difference is that all the inducements are really useful - you can buy things like mercs to make up the difference, rerolls, vicious wandering monsters and deploy them right by the enemy gang, limit the enemy gang for a few turns, night fighting (making fancy long-ranged weapons almost useless) etc. Games are won by VPs instead of achieving one objective/tabling your opponent, so winning the game is easier with the inducements. Winning gives you far more XP/money/loot than losing, so this system prevents people from getting too far from everyone else in the campaign.

In contrast, the NM underdog/giant-killer stuff was great out-of-game but only if your gang actually survived against a better-armed for with more skills/upgrades. And with the number of scenarios that would restrict the participants of a gang, it'd mean most of a gang wouldn't even get this bonus.

hexa fucked around with this message at 16:46 on Mar 22, 2017

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

JcDent posted:

8th edition is already making nerds everywhere lose their poo poo, it's great. Unfortunately, I am not feeling the amount of schadenfreude I expected to feel.

Is there any kind of breakdown of the 8E stuff coming out of Adepticon?

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
Reading that, it really rams home that GW doesn't look to the competition at all. So many other games are ditching USR-per-unit and they've decided to go in the other direction?

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
Ok, I might have got USR wrong - I thought it was "Unique Special Rule". Ooops :v:

Personally, after playing Infinity, I'm much more of a fan of that way of building a game system/army, where things are decided by equipment/traits/rules shared between (nearly) all of the factions. Makes it much easier for new players to identify what each unit in an opponent's list is supposed to do, and how to counter it.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

JcDent posted:

Infinity stuff

Infinity's not perfect, but considering that it's commonly labelled as really heavy, complex rules (and by 40K players!), I was pleasantly surprised how quick it was to pick up - so many things seemed to slot together and just work. Hell, I even managed to sort out hacking in my first league match, which was my fourth game ever, and I won the league final pretty much due to hacking my opponent's one killer piece (he had no plan to get out of Isolation).

mcjomar posted:

Looks like there's going to be punch out tokens to worry about.

If they're going to be using 2E rules then I'm assuming the tokens will mostly be the same Overwatch/Flamed/Run tokens from there, plus standards like loot/objective markers.

I'm curious about this, so will wait until somebody at my club inevitably buys it and runs an intro game. It might even tempt me to get some of my 40K Chaos out of retirement.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

with a rebel yell she QQd posted:

I guess time to move into this thread as currently I pretty much only paint / play Blood Bowl.

Finished a bunch of beastmen for my Slaanesh themed Chaos Blood Bowl team. Just the warriors left to do now, and can move to the next project.



Edit: Holy poo poo I need some better way to take photos because mobile phone pics with window light sure come out different.

That's looking really, really nice. I swear I asked you about this before but can't seem to find the post - what's the recipe for the skin? I want to do something similar with a Chaos Champion I'm hopefully going to finish assemble on over the weekend. Warpfiend Grey -> Wash -> Slaanesh Grey?

One of the people at my club swears by Minos as ball carriers, but he's somebody that also rolls an annoying amount of 6s...

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

ThNextGreenLantern posted:

I have a bunch of Necromunda bulkheads and some board that works with them. Is there anywhere I can find scans of the platforms and walkways that I can print out? Or unofficial equivalents?

Look on Yaktribe, in the files section. Might need to register to see or download them.

If you have any problems finding them, shout me and I'll look - not much use on my phone at the moment.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

enri posted:

Has there been any noise about UK pricing for shadow wars? $130 converts to £100+ which doesn't sound right, even for GW. I'd have been surprised at £90 but was expecting to see it around the £70 mark

Throw in the usual LGS discount and it might be more reasonable

I've been keeping an eye on Dark Sphere/Wayland, but nothing about pricing has surfaced yet.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
making GBS threads on Slaanesh for another edition.

CSM marks:

– Khorne: Add 1 to the fighter’s Attacks characteristic.
Why not Frenzy, like the 2E this is based on?

– Tzeentch: The fighter has a 5+ invulnerable save.
Changed from 4+, but still pretty good.

– Nurgle: Add 1 to the fighter’s Toughness characteristic.
Why bother picking anything else?

– Slaanesh: Add 1 to the fighter’s Initiative characteristic.
FFS GW.

– Undivided: Add 1 to the fighter’s Leadership characteristic.
FFS GW.

Even if they're using the falling rules in this game, Initiative is a pretty lovely stat. Wished they'd at least give access to Noise Marine weapons.

In 2E the Marks had different points values. They're free in this, so unless you want to play a different Chaos god for fluff reasons, there's no reason not to take Nurgle and just laugh at any attempt to kill your CSM.

At least this means I can bust out some old school Harlequins and actually use them in a game.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

ineptmule posted:

Initiative is so totally not a dump stat, it really winds me up that so many Necro players say this. It's great for: jumping from ledges, avoiding falling, escaping pinning, winning ties in combat, shooting fleeting targets on overwatch. I'd much rather have it than the Tzeentch save or the undivided mark... possibly even prefer it to the Khorne one to be honest given that this is mainly a shooting game.

Oh in NCE, it's certainly not a dump stat, but that's because they've tweaked things to make Initiative less useless.

I think Shadow War will be less shooty-focused than Necromunda, mainly because everybody has some form of armour, and half the "races" are toting S3 weapons for their line troops, so getting a MEQ into combat won't be all that difficult.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

berzerkmonkey posted:

Because Frenzy can be both a detriment and a bonus. With the Mark, you get the extra attack without having to worry about going berserk and losing Parry, or having to pay extra for someone who has no Psych modifiers. Frenzy might be something you can add later with Combat Stimms or something.

Guess I'm too stuck in 2E ways and always think of "Khorne = Frenzy". I guess if you're going with the fluff, it makes more sense to have the +1A.

Lovely Joe Stalin posted:

That and Frenzy would be the ideal rule to hold back for Khorne Berserker or daemon kill teams.

Hadn't thought of that - expansions with more troop choices would be quite nice. I'm surprised there aren't any Aberrants in the GC list but I'm assuming that's because they haven't been released separately from Kill Team.

berzerkmonkey posted:

Just rolling a Hit pins a fighter, so it will be just as shooty as NM. Armor only makes a difference on To Wound, so yeah, you'll have a better chance of getting to HTH.

I found that pinning really isn't that much of an issue if there's lots of cover on the table. Having 5+ or better armour on so many models will make a big difference to how it's played compared to NM.

I'm kinda surprised that GW didn't just take the rules for CSM from Outlanders, where Power Armour gave them a load of skills for free, including the one that meant you could test for pinning without having to worry about somebody being with 2".

hexa fucked around with this message at 16:12 on Apr 4, 2017

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

berzerkmonkey posted:

But CSMs weren't in Outlanders? Outlanders complicated things (gently caress you, Spyrers) and I'll be happier if they just ignore most of it for ASW.

They were in the Arbitrator section, only really used if you had a "DM".

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

Safety Factor posted:

Normal marines can break pinning like that thanks to And They Shall Know No Fear. They're also immune to Fear and Terror because of course they are.

Chaos Marines don't have that rule, they get marks instead. I see cultists playing an important role as meat shields and supporting the chaos marines so they can get out of pinning early.

FFS GW.

*literally hangs out with daemons in their down-time*
*scared of a Harlequin*

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

JcDent posted:

Does getting pinned affect cover? Can your miniature go from half to full cover since it's now down on the ground?

If it affects the visibility to the model, that's how I've always played it. Means you can change Closest Target too.

ineptmule posted:

Well sorta. Not completely, that's what losing your nerve/being broken is for as well.

Basically a space marine, chaos flavoured or otherwise, should not be pinned by lasgun fire, however you want to frame it.

Edit: my suggestion would be that having Power or Terminator Armour confers the 'Juggernaut' Muscle skill if a successful armour save is made.

Edit 2: Okay so Juggernaut isn't in SW:A, but basically - pass a Strength test to avoid being pinned.

Yeah, the high impact idea (or your variations) would work well here.

These are the old NM rules for CSM.



I'm thinking of digging out some of the really old one-piece sculpts like the Slaanesh Champion and 80s as gently caress Noise Marine with a guitar - would work well for this month's oath too.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

Phyresis posted:

How exactly do pistols work in close combat? For example, a Dire Avenger Exarch with WS5 S3 I6 A2, armed with a shuriken pistol and a knife charges something.

You'd alternate hits between the pistol/knife, your choice of which you lead with. No sustained fire in combat, but no ammo checks either.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

Phyresis posted:

If a fighter is armed with two pistols, can they alternate attacks between them even if they do not possess the Gunfighter skill or is there an explicit restriction against it?

I thought I saw some text that made plasma pistols use the low energy profile in close combat but i can't find it, can i fire that poo poo at max power in cc???

Yes, Gunfighter is only for shooting. I've not seen the plasma pistol thing before but I don't have the SW rulebook (missed out on release, plus I'm skint from paying for two festivals this month), so I'm only going by Necromunda rules.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
Why on Earth aren't they doing more runs of the game?

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

JcDent posted:

Choose is fukken great.

Yeah, that's one of the things I liked about This Is Not A Test's advances table over the NM one, glad to see it in here too.

Thirsty Dog posted:

Choose is certainly great for NM/Bloodbowl/whatever. You don't need more RNG on top of the RNG you get with your RNG.

The Blood Bowl advance table is pretty simple, but I see your point.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

Ashcans posted:

is that the full injury table? I kind of liked the overly long and detailed one from Necromunda where you could end up with horrible scars that cause fear, or a bum leg, or a missing eye. There was one that I think gave you Hatred against the house/gang/individual that took you out, which was pretty fun for campaign stuff, even if it wouldn't come up often.

The Hatred one is lovely and fluffy, but can be a pain as you have to remember who took out who - and after a long game (and a few beers), that's easy to forget. More often than not we rolled 1-3 Enemy leader 4-6 Entire gang or just randomised it.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

ineptmule posted:

I'm not sold on Camo gear, especially on close range models. If it also reduced the short range band by 4" they would be mega worth it (and it would arguably make more sense than the actual rules) but unless you are planning to skulk around at 24" away from the enemy Camo is pretty useless.

In that list I'd probably put the camo gear on two of the cultists, or on the boltgun marine.

What does camo do then?

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

Ashcans posted:

Yea, this is a really good point, especially if you haven't played campaign-style games before. In a lot of wargames you basically want to push as hard as you can for as long as you can, just because you may pull off some long-odds win or draw. What's to lose? But in Necromunda the answer to that is 'a lot'. If you find yourself on the back foot and don't see any way to turn it around, don't be afraid to bottle out and avoid further loses. You might even find yourself in a situation where you realize you have royally hosed things up somehow (forgetting about an objective or an opponents models, etc) and you can tell its going to be a nightmare to fight to the end. In that situation, well, maybe its time to cut your loses.

Maybe it's less of a thing in SWA, but in NM it happens quite often that people lose the game but "win" the post-game. And that's why voluntarily bottling can be good.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

ineptmule posted:

Yep, I play a LOT of Necro with my usual group of mates, I know how to build a Necro table. At the club where this event was happening I didn't have so much control over the table setup. It wasn't quite as bad as you are imagining but it had some problems.

This is why I'm glad my club has a good Infinity player base - there's boxes of terrain that can comfortably fill a 4x4 on top of the multiple sets of NM cardstock + bulkheads.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom

That's a terrible lineup for Necro, and I'm betting there's no way to get a second Golem without buying two boxes.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
Sounds like a fun night!

I had a friendly yesterday, my counts-as-Necromantic Genestealer Cult versus Skaven. My first turn I With some rather harsh injury rolls, I almost had a complete pitch clear and my opponent had to rely on KOs coming back to even be able to setup after one of my TDs.



Final score 3-1, which never normally happens when I play Skaven!

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
A Goblin team... without Trolls or Secret Weapons?

So 480 TV then?

Still, the made to order stuff is undercutting 3rd party suppliers by so much that I'm finding it difficult to resist the Undead team.

hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
Sounds like a fun game, and that you played up to the strengths of the scenario, nice work!

Genghis Cohen posted:

which IMO makes it almost preferable to face higher rated gangs.

Yes and no - facing off against higher rated gangs can net you some nice "free" XP (and money if you win) per game, which is a nice way to catch up. However, those higher level gangs also have more post-games than you, which means more rolls on the fickle rare trades table, and a greater chance of getting the decent loot.

Some models can end up as beasts which will single-handedly win games by themselves, and higher-level gangs are more likely to have more than one. I had a WS6/T4 dude with a Power Maul and a Head Wound - if he got Frenzy then he'd chew through an entire gang by himself, regardless of how many people tried to jump him in combat.

Genghis Cohen posted:

We set up and this brought out a question we haven't been able to answer. Can normal deployment be off the ground floor? We somehow got the idea it couldn't be. But this may come from a friend's incorrect knowledge of the original rules, rather than being true in the Community Edition. In any case my opponent had to deploy all in the middle of the board, seemed fairly harsh on him.

You can setup on any level within the deployment area. In an average match where you're starting on either sides of a table, my club generally keeps multi-level terrain out of the DZs, so one side can't deploy their Heavy/sniper in a game-winning position. If they want to get a vantage point, make them work for it. This also means Tunnels/Vents/Infiltration become even more useful.

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hexa
Dec 10, 2004

And the day came when the risk to remain tight in a bud was more painful than the risk it took to blossom
SWA teams are "balanced" against each other. I really doubt they're balanced against NM gangs, particularly fresh ones.

Reposting the Chaos Marine excerpt from the Outlanders book:



So... they're pretty tooled up, with a load of skills, but 6 times the cost of a vanilla ganger. So, at 1000 creds starting value, he could have 3 versus another gang. And knowing how vanilla gangs fared against Spyrers, I'd still say that's unbalanced in favour of the CM.

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