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Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!
Hello, I am James Workshop the very real and actual CEO of your favourite games company Games Workshop!


It has come to my attention that while Games Workshop offers you two perfectly good games. One about huge men in armour fighting an unending tidal wave of evil to save humanity, and the other one about about huge men in armour fighting an unending tidal wave of evil to save humanity but with guns. Apparently that isn't good enough for some of you. Some of you want to play games like Kill Team or Necromunda, yuck. Or worse you keep playing games we don't even profit from produce anymore! It is all just baffling. The idea of playing any game that involves fewer than several dozen of our finely crafted Games Workshop miniatures makes me heart sick. That said, seemingly some of you just won't be put off of the idea of playing these games, and so I give to you the GAMES WORKSHOP SPECIALIST GAMES THREAD. You're welcome, please hold your applause until the end.



What are Games Workshop "Specialist Games"?
Specialist Games are board/miniature games that exist outside of, but are usually based on, Warhammer 40,000, Age of Sigmar, and (the currently deceased )Warhammer Fantasy Battles. In brief, if it is a Games Workshop table top game that isn't Warhammer 40,000 or Age of Sigmar, it is arguably a Specialist Game.

GAMES CURRENTLY PUBLISHED and SUPPORTED by GW

Necromunda: Underhive


Necromunda is a 28mm+ sci-fi skirmish game where criminal gangs battle each other in the Underhives and Ash Wastes of the titular planet Necromunda. It's Judge Dredd meets Mad Max in the grim darkness of 40k. Necromunda is not a competitive style game; its campaign focus, inherent insanity and swinginess (which are good things!) means min-maxers and rules lawyers don't play it; the people who play it are all the kind of people you actually want to play games with. This is reason enough to pick it up.


In Necromunda, your choices stick with you, as the game is almost always played in a Campaign setting. Between games, your gang grows and changes as wounded gangers might get injuries or even die, you hire new recruits, veteran members gain experience and get deadlier, weapons & equipment become available to purchase, and turf of various types can be gained and worked for additional income. Your gangers will develop personalities, nicknames, and epic stories as your campaign progresses, and the attachment you'll feel to your gang as it evolves is one of the best parts of the game.

You can play as one of 12 different gangs, including the radical all-female Eschers, the high-tech VanSaar, space dwarves, and the cops. You can also make your own from scratch with the Book of the Outcasts! Whatever your style, there's a band of hungry killers that's right for you.


You'll need at least two books to play. The good news, is, Necromunda has lots and lots and lots of books! Basically, you need a set of game rules, and a set of gang rules. The game rules live in their own rulebook, which you can get standalone as the Core Rulebook, or as part of the Ash Wastes box. The Ash Wastes book is an updated version of the core one, with rules for vehicles and some other minor updates. Gang rules come in a variety books: the "House of ____" books for the each of the big six House gangs, and any number of "Book of ____" books which contain rules for multiple non-house gangs.


As an alternative, the Hive War box set is still available, gets you two gangs (Delaque and Escher) a "light" version of the rules and gangs, and heaps of really great terrain that are worth the price of the box by itself.

Resources:

Yaktribe. Use this to build your gangs, make gang cards, track campaigns, etc. It is a little bit behind the times as it is made by one person and with all the Ash Wastes stuff and new gangs, sometimes that means new stuff takes a little bit of time to make it in the app. That said, it is an invaluable resource, and the forums have lots of good info and helpful files like cheat sheets, custom scenarios, etc.

WH Community Downloads Has some scenarios, NPC, and other good stuff that you will find useful.


Want more convincing? Watch this informational video cassette from Eric's Hobby Workshop on why Necromunda is the best: https://www.youtube.com/watch?v=3xSoyO_sLnw&ab_channel=Eric%27sHobbyWorkshop
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Kill Team


Kill Team, short for Warhammer 40,000: Kill Team, is another 28mm scale skirmish game, this time featuring models from all your favourite 40k armies, such as Regular Marines, Sneaky Marines, Chaos Marines, and Space Orcs. The second edition of the game was released in 2021 and is a complete overhaul of the system, so make sure to buy the starter set with the modern bluish grey 40k logo:

In the game, teams of 4–14 models battle one another over a 22" by 30" game board covered in terrain, trying to score objectives over four game rounds. Like in 40k, half your victory points come from objectives determined by the mission, which are usually scored by having a model stand on an orange objective marker. The other half come from your own, secret secondary objectives called "Tac Ops", which may involve anything from killing a specific enemy character to planting a flag on the enemy deployment zone. Killing enemy models is worth no points by default, but it certainly makes scoring much easier!

The standout mechanics of the game are the order system and alternating activations. Every round ("Turning Point") players alternate activating models, one (sometimes two) at a time. The model is given an order to either "engage" enemies, or "conceal" itself: Concealment prohibits the model from shooting or charging, but as long as it remains in cover, it also cannot be shot at. Everything from moving to shooting to opening doors costs action points, and most models only get two or three. This creates a chess-like dynamic: You could charge across the field and score that objective, but that Genestealer hasn't activated yet… When all models have activated the round ends, so with only four rounds, you have to move fast to score.

The game has a solid competitive scene for players who enjoy that kind of challenge, as well as a narrative mode ("Spec Ops") akin to 40k's Crusade if you'd rather play a campaign with your mates. GW releases FAQ's and balance updates every few months, and are not afraid of rewriting rules and units to tweak the game.

You can try the game out with the free Lite Rules and Marine Intercession teams found on the Warhammer Community web site. You'll also need a 6-inch ruler, two colours of tokens to mark orders, a handful of six-sided dice, and terrain.

If you like the game you can buy in with the Kill Team Starter Set at $99 or the more expensive Kill Team: Into the Dark box set. Both come with all you need to get started: Rulebook, tokens, two kill teams, terrain and a game board. For tournament play you will also need the Critical Operations deck for the up-to-date Tac Ops. The Starter Set doesn't have complete rules for the teams in the box, but much like 40k, all of the rules are available online and everyone plays with their phones open.

GW releases a new expansion box set four times a year, which includes a new board (cosmetic), more terrain, two new teams and a rulebook with rules for both teams and new missions. These will all be sold separately some months later.

It is, of course, the best game GW sells right now.
__________________________________________________

Warhammer Underworlds


Publication: 2017
Seasons: Shadespire (Season 1, 2017), Nightvault (Season 2, 2018), Beastgrave (Season 3, 2019), Dreadfane* (2019), Direchasm (Season 4, 2020), Two-Player Starter Set* (2021), Harrowdeep (Season 5, 2021), Nethermaze (Season 6, 2022), Gnarlwood (Season 7, 2022)
*Dreadfane was a Barnes and Noble exclusive set, the warbands from which were later released as "Champions of Dreadfane" in the Beastgrave season. The Two-Player Starter Set was released as an attempt to be an easy entry point, but it's generally better to just pick up the current season box.
Official Link: https://warhammerunderworlds.com/

Warhammer Underworlds is a 28mm board and card game set in the Warhammer Age of Sigmar world. The encounter scale is small (pre-set warbands of 3 to 7 models per side) and games play quickly (~45 minutes), with each player activating one of their models 12 times over the course of the game (4 activations per round over 3 rounds). Each player has a deck of objective cards which they try to achieve to earn Glory, and a deck of powers and upgrades they can play over the course of the game. The game feels very tactical, with players thinking through the ramifications and down-stream consequences of their moves in a way similar to chess.

It was released in 2017 with the Shadespire season, and is now in its seventh season, with each season changing the thematic setting and updating the rules in minor but impactful ways. Each season begins with a two-warband starter box that comes with models and cards for two warbands, game boards, tokens, dice, and a rulebook (the rules are also made available online for free by GW). Then additional warbands are released during the season in stand-alone boxes that come with the models and cards for that warband. No warband is too old to be played; depending on format some cards from older seasons are rotated out of play. The most basic format, Rivals, has each player using only the cards that come with a their warband, while other formats like Nemesis, Championship, and Relic bring increasing levels of deckbuilding customization options allowing the use of cards from other warbands or decks.

The models are all original to Warhammer Underworlds, though Games Workshop generally releases rules for their use in Age of Sigmar and Warcry. The models are widely regarded as some of the most detailed and interesting that GW makes, while still being push-fit.

Besides playing in person, there is a fairly active community playing online via the tabletop simulator Vassal (mostly through their Discord channel https://discord.gg/MwmS6Uv5Jt). There is also a PC game adaptation on Steam, but it lags behind the physical game releases and is largely locked behind overpriced DLC.

Websites: Path to Glory, Can You Roll A Crit?, Agents of Sigmar

Other resources:
Deck Building Database Sites: https://www.underworldsdb.com/, https://wunderworlds.club/, https://www.underworlds-deckers.com/
Facebook Groups: Warhammer Underworlds, The Warhammer Underworlds Community
__________________________________________________

Warcry


Warcry started out as an Age of Sigmar boxed skirmish game where a small group of specific chaos god agnostic, but very flavourful chaos teams fought over the attention of the Chaos gods in the Eightpoints (an island that exists between all 8 mortal realms, and is one of the most coveted locations in the Cosmos).

Official site - https://ageofsigmar.com/games/warcry/
Original How to Play Video
https://www.youtube.com/watch?v=ViibcFMTQRU

This was the original box (now OOP and hard to find) which came with 2 warbands and a beautiful terrain set. It was followed by 6 specific box releases of groups like the pictured Splintered Fang, Cypher Lords etc (pictured below), along with some of the Kill Team style 'mat and themed terrain' boxes that were often great deals. It includes some of the coolest squads sculpts the studio have put out.


It has recently had a new edition which added things like reactions, unlike most (non Kill Team) GW games the entire core rules of the Revised edition are free - along with the rules for all of the warbands in various 'compendiums' grouped by Grand Alliance.

Free Core Rules and Compendiums - https://www.warhammer-community.com/downloads/#warcry
The excellent WarCom Warcry Warband Builder - https://www.warhammer-community.com/warband-builder/

Previously GW had a series of books and card packs, and themed boxes that added most of the smaller units that would be eligible for the game across all of the existing Grand Alliances (and some specific cool mercenary monsters like the Mindstealer Sphiranx pictured) but these are now slightly out of data and superseded by the new free rules. Also worthy of note the rules for almost all of the Warcry Underworlds warbands were added as a group called 'Bladeborn' late in the first edition, but haven't quite got full updated rules for the revised edition yet.

Like Kill Team GW has recently committed to support this one for a while with a new big box of terrain and 2 warbands every quarter. We've seen 2 so far. Heart of Ghur and Sundered Fate, where action has moved out of the Eightpoints (and Chaos specific warbands) and into the Gnarlwood fighting around the ruins of a crashed Seraphon spaceship and what can only be described as a Meat Forest. if you have any AOS models you likely have enough to put together a Warband to give it a try - I tried it off the back of someone on the forums say it was the funnest game GW have put out and I don't think they're wrong!



The rules for each fighter are simple and also clearly were designed to sell cards without having to localise into each language. You can see points cost at top right (games typically play at around 1000 points), range, number of attacks, strength and damage/crit damage all listed fairly obviously on each weapon. Bottom right has speed, toughness and wounds. Each fighter also has 'runemarks' (the bearded faces on those cards), that map to generic and team specific abilities each team can activate using the dice resources. Essentially you roll a pool of dice each round and group them up by results, singles (which determine initiative), doubles, triples etc., with quads (four dice with the same result) activating some of the more powerful abilities you'll have access to. Sometimes the value will matter, 4x6s will be more powerful than 4x2s. It has all the usual modern stuff, alternating activations, you divide your warband up into 3 groups for deployment and dynamic missions can be generated on the fly with terrain, objective, deployment, twist decks, and they've recently added some decent 'competitive' scenarios.


Some pictures of my Warband, and some actions shots on my magnetized Warcry board -

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Blood Bowl


Complexity: Medium
Randomness: Also medium
Variants: Numerous
Playtime: 2-3 hours on tabletop, 1-1.5 hours computer



Blood Bowl is Games Workshop’s long-running take on American Football, as mixed with rugby and the classic sense of humor that we all remember/long fawning internet articles are written about whenever questions about satire come up. Players take the role of coaches of their very own fantasy football team, in this case hitting both definitions of “fantasy” as elves, dwarves, orcs, and all other manner of fantasy species take to the pitch to play sports rather than murder one another, even if the sport itself is slightly-sanitized murder with passing and occasionally interacting with the ball.

The setting of the game is loosely built on Warhammer Fantasy’s Old World setting, albeit one where an orc accidentally discovered a temple to Nuffle, the resident deity of Blood Bowl, and it quickly swept through the Old World, replacing war as a favored passtime and shifting the long enmity between the various folks onto the pitch.

Mechanically, it’s a game played in two halves of 8 turns each. Each team turn, a coach can activate each of their players once, performing actions such as moving (essential), blocking (necessary to knock over opposition players), passing (getting the ball moving), fouling (always hilarious), and dodging away from opposing players. However, should your player fail an action (such as not picking up the ball, falling over while dodging or running, getting knocked over by a block, or fumbling a pass), it’s a turnover - you can’t do anything more on that turn, and play passes to your opponent’s team. The ostensible goal of the game is to score more touchdowns than your opponent, although some teams try to accomplish this with violence (hence the “Blood” part) while others try to actually run the ball down the field.

Blood Bowl can be frustrating at times - any action other than moving that you take incurs some degree of risk, and the turnover mechanic makes it feel really rough when that happens, but the key of the game is risk management. Turn ordering, looking at how your opponent is positioning their team so you can keep your ball carrier safe or what the best route of attack is, and accepting that the dice sometimes just don’t go your way is a fact of the game, but that’s also part of the appeal - there is absolutely skill involved in planning team turns, positioning, and preparing for how things can go badly, as well as how to deal with unexpected fortune. It also helps that risky plays can - and, at times, will - succeed. A key point to remember is that rolls of 1 always fail, rolls of 6 always succeed, and even with built-in rerolls, there’s always a chance something goes wrong - if you’re not down with managing that kind of risk, then Blood Bowl can feel random and unfair.

While it can be played in one-off games, Blood Bowl is best enjoyed with regular opponents. Setting up a league can be difficult because it calls for recurring commitment, but Goonhammer has a great guide here detailing some recommendations for setting one up. When you get a good league going, you get to see a team develop over the course of several matches, with players accumulating injuries (which are bad!), new skills (which are good), and earning cash for the team to hire players (also good). Players can - and will - get injured and even permanently die (currently on Ghoul #7 for my Shambling Undead team), but there are balancing mechanics to help avoid a total death spiral.

Blood Bowl is, also, decidedly silly in tone. Chainsaws are an accepted part of the game - even if technically ‘illegal’ by the rules. Orcidas, Bloodweiser, Khorne Flakes, and McMurtys are all acknowledge in-game as companies, some of whom sponsor games. Some notable figures include Sacred Commissioner Roze-el, Djimm Thorp, and L. Ron Elfman. Some famous players include Frank N. Stein, Anqi-Panqi, Glotl Stop, and Gregor Lukash, a number of which can be hired to temporarily play for your team.

Teams: There are currently 28 teams officially recognized by GW, with 1 additional team recognized by the NAF (more on them later!). Of these teams, 21 are available in the core rulebook, 3 are in their own issues of Spike! Magazine (or are in the collected Blood Bowl Almanacs), and 4 are in the free “Teams of Legend” pdf hosted on the Warhammer Community site. These teams are generally categorized according to “Tiers” - they’re a combination between how easy the team is to play, and how well they’ve historically been performing.
  • Tier 1 teams are generally pretty self-explanatory - they’re good, they have clearly-defined positional roles, and they may have some tricks associated with them, but they perform well right out of the gate. Currently, these are Amazon (S!15), Chaos Dwarf (ToL), Dark Elf (CRB), Dwarf (CRB), High Elf (ToL), Lizardmen (CRB), Norse (S!14), Shambling Undead (CRB), Skaven (CRB), Underworld Denizens (CRB), and Wood Elves (CRB).
  • Tier 2 teams are a bit trickier to play - they take a few more games to get some of their necessary starting skills, or they are more restricted in playstyle - rewarding (and just as strong as the Tier 1 teams), but harder to play. These include Black Orc (CRB), Chaos Chosen (CRB), Chaos Renegades (CRB), Elven Union (CRB), Human (CRB), Imperial Nobility (CRB), Khorne (S!13), Necromantic Horror (CRB), Nurgle (CRB), Old World Alliance (CRB), Orc (CRB), Tomb Kings (ToL), and Vampire (ToL).
  • Tier 3 teams are also known as Stunty teams. Do not expect to win without shenanigans. They are legitimately worse than the other teams, to the point where most tournaments have a separate award for best-performing Stunty team. These are all in the core rulebook, and are Goblin, Halfling, Ogre, and Snotlings.

What’s needed to play: Blood Bowl has a pretty easy start-up - there’s a boxed set for about 160 that comes with two full teams (Black Orcs and Imperial Nobility), a pitch, the core rulebook, all the necessary dice and templates, and a neat box. You can also just buy the rulebook, and build/convert/proxy your team, so long as each positional is marked clearly.

There are a ton of third-party teams out there, however, and that’s where a lot of the community shines! If you’re not planning on playing at one of Games Workshop’s stores, then there is a giant community of companies, sculptors, and others producing full Blood Bowl teams, whether you’d prefer 3d printable files, resin castings, or even some companies that still do old-school metal miniatures. Here’s a link to a document with a relatively up-to-date list of 3rd party teams, sorted by team!

So far, the following rules and resources are available from official sources:
  • Blood Bowl:The Official Rules: Has all the core rules needed to play the game. The current ruleset is the Second Season edition - there was a release back in 2016 derived from the community-maintained living rulebook, so if you don’t see a Passing stat, then you’re one edition back
  • Death Zone - the Ultimate Blood Bowl Companion: Gives a whole bunch of optional inducements like Mercenary players, special weather tables, assorted famous sideline staff, some Star Players, and the official rules for the Sevens variant.
  • Spike! Presents 2021 Almanac!: Collects Spike! Journal 11, 12, and 13, as well as rules for referees. This is where the Khorne rules are!
  • Spike! Presents 2022 Almanac!: Collects Spike! Journals 14 and 15, along with several new Star Players. This is where you’ll find the updated rules for Norse and Amazons.
  • Teams of Legend: Found here, this free PDF contains rules for the teams that have historically been a part of Blood Bowl, but which haven’t seen a new release or support for years. GW will occasionally do one of these teams as a Made to Order package
  • Blood Bowl Errata and Designer’s Commentary: Found here, this document details rule changes and clarifications. Some are terrible (such as the time they nerfed the Throw Team-Mate Cage Breaker, which has since been fixed) and others are good (increasing the cost of Hakflem and Morg).

Other Support:
There’s a few computer-only options out there, including
  • BB2: Currently running, still on an older ruleset so some teams are different (No Black Orcs, Imperial Nobility, Snotlings, Chaos Renegades, or Khorne teams), but still has a pretty thriving community.
  • BB3: Coming out in mid-February 2023 (supposedly), uses the updated ruleset.
  • FumBBL: Javascript-based in-browser Blood Bowl - found here, uses the current ruleset, but a bit graphically poo poo and harder to wrap your head around. There are some team guides available too!

The NAF is a player-run organization that kept Blood Bowl alive during the years when GW abandoned it. They run tournaments all over the world, maintain a database of coaches and official tournaments, and generally keep the game going. Membership is available on their website, which has the benefit of letting you vote in the elections, makes entry to NAF-run tournaments easier, lets them track your coach rating, and gets you a free gift each year (typically dice and a token).

Variants:
There are several notable variant versions of Blood Bowl that are both officially supported, as well as fan-made versions, rules for which can be found here.
  • Sevens: A fan-made quick-play variant made official in Death Zone, this variant uses smaller teams with fewer positionals and a slightly smaller pitch to play a sort of amateur Blood Bowl. It is ridiculously fun, plays much faster than a full game, and is an amazing teaching tool to get people started.
  • Street Bowl: A fan-made variant of Sevens, it uses the same team-building rules but is played on a narrower pitch with walls on the sides and cobblestones on the floor. It’s like Sevens, but places more emphasis on the violence and scrum, especially because the pitch is only 7 squares wide.
  • Beach Bowl: Another fan-made variant on Sevens, it’s a slightly different pitch again and also exists primarily to make a ton of Top Gun jokes.
  • Dungeon Bowl: Blood Bowl, but in a dungeon and with different teams. This is handled in its own boxed set (now with an expansion!) and while the core mechanics are mostly the same, the teams are instead sponsored by the various Colleges of Magic in the Old World. Coaches build out a dungeon, fill it with treasure chests which contain either a bomb or the ball (1-in-6 chance of finding the ball!), and then compete to get the first touchdown by bringing the ball to their opponent’s endzone. It’s a different take on Blood Bowl, and while I’ve never gotten too into it, it can be great fun.
  • Death Bowl: A fan-made variant, Death Bowl is notable in maximizing the scale of everything. Four coaches, four teams, two balls, and chaotic play. I’ve never played this variant, or even seen a pitch for it, but it exists.

Other Useful Bullshit
  • The Bonehead Podcast has some good team overviews, as well as footage of games and tournaments.
  • Goonhammer also has in-depth articles.
  • Blood Bowl Tactics has some good advice, both for the previous editions and the current one.
  • The Tackle Zone has some good guides. Of particular note are the Tackle Zone illustrations, which detail marking, screening, and assisting. These visual guides are incredibly useful for getting your head around the complex interactions between models in Blood Bowl.
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Middle-earth Strategy Battle Game

MESBG or Middle-Earth Strategy Battle Game, more commonly know as ‘Lord of the Rings’ or ‘The Hobbit’ is a 28mm scale individual move army game based on, and expanding on the movie adaptations by Peter Jackson of the original work by J.R.R. Tolkien. Since launching in 2001, the game was GW's rising star for a time, but interest waned somewhat from it's glory days after the original trilogy of movies. In more recent years, the game seems to have found a second life as a specialist game, with support from both GW and Forgeworld, and interest has seen a notable uptick.

The game is best described as a well-balanced, tactical skirmish* scale game in a notable low-fantasy setting. Nearly all of the forces from the movies are featured, and most have additional units or characters mentioned in the original works or just invented by GW. MESBG has a lot of flavourful narrative scenarios, meant to recreate moments from the books and movies. These are often not strictly balanced, but fun and dramatic to play. Alternatively, matched play features 12 scenarios that mostly focus on achieving objectives instead of killing the opponent outright for victory (it is not uncommon to decimate an opponent but still lose the game).

In terms of force selection, 600 points is generally seen as midsize for tournaments (though the game is perfectly playable even at ~300p without houserules), where forces can range from very small (Smaug :smaug: 1 model, Ents ~4 models, Black Riders ~9 models) to quite large (Moria Goblins ~40 models, Goblin Town ‘why did you do this’ models). The game has a rich helping of variant lists and an ally system that rewards thematic play, but also lets you cook up just about whatever you want. No mixing Good and Evil tho!

Gameplay
Each round players roll off to determine who has Priority. Starting with the player who has priority, both players move all their forces, both players shoot all of their bows and both players together resolve fights. Heroes give players options to move outside of the rounds initiative order, by spending from their limited supply of Might points.

The main tactical object of the game is to position to maximize positive outcomes of fights. Not only are bow weapons generally limited to 1/3 of your force, they are much less effective than similar games. For this reason, the game is generally won the movement phase (figuratively speaking). Cavalry gains bonuses for charging, models double their hits against encircled opponents, even pinning the enemy powerhouse hero in place with a single 4 point goblin can be critical.

Games often become quite dramatic, with desperate last stands and heroic turnarounds.

Support by GW
The game is largely unchanged since its launch, but receives regular support in terms of FAQ and errata. The previous version of the rulebook was from 2018, and a new rulebook has just gone up for sale as of december 2022. This rulebook does not invalidate the previous version(which is cool, and good), but simply adds in all the FAQ and errata. Supplements are released on a biennial cycle, the latest being ‘War in the North’. These supplements normally add a few new models, variant army lists and narrative scenarios and are entirely optional if you don’t care for them.

Getting into the game
If you want to get into the game, there are several options that are worth considering.
Battle for Osgiliath is the new flagship big box starter, and comes with two relatively complete forces, the latest rulebook, and plastic terrain, as well as a cool mini-campaign for the models in the box.
Pelenor Fields is the previous started set, and may be worth getting if found at a discount or if you prefer the forces inside. As mentioned previously, the rulebook inside is still valid, but lacking the addition of current errata. After years of community demand, GW has finally released battlehost boxes for the game, giving a reasonable discount on the combination of two troop boxes and a hero box. These also pair fairly well with the forces in the starter sets. Another good option to start playing is to simply buy a troop box and convert or paint a single model as a captain. It also should be stated that the game has a very robust second hand market, and checking out local deals can be very worthwhile if you’re up for a bit of salvage work. Also, there's a lite version of the rules available for free online now, which is both cool, and good.

Links
Warhammer Community downloads - has free starter rules for Middle Earth, as well as profiles for the 4 battlehost boxes
Goonhammer's Middle Earth section - check out their excellent 'Getting Started: Middle Earth Strategy Battle Game'

Pictures

Moria goblins move to encircle on some Uruk-Hai scouts.


Goblins close in on a Rivendell phalanx.


Treebeard with Merry and Pippin


Glorfindel


Literally me irl.

*don't @ me

e:James Workshop here again. Due to some poor management, this OP continues in the following post. Those responsible for the error have been sacked.

We now tag-in Al-Saqr to cover Community supported games.


Indolent Bastard fucked around with this message at 16:54 on Dec 22, 2022

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Al-Saqr
Nov 11, 2007

One Day I Will Return To Your Side.
Hey guys, kill team is the best, it’s so good it got me back into tabletop gaming after not even looking at it for twenty years, buy kill team, it’s fantastic 10/10 would go broke again for it.

Anyways onto the thread continuation:-


COMMUNITY SUPPORTED GAMES

Warmaster


Publication: 2000
Rules Expansions: Warmaster Armies
Spinoff Games: Warmaster Ancients, Warmaster Medieval, The Battle of Five Armies
Official Link: https://www.wm-revolution.com/



Warmaster is a 10mm mass battle game set in the Warhammer world. The game has a major focus on command and control of units. It was released in 2000 and received one expansion. It spawned several derivatives, most notably Warmaster Ancients which made several improvements to the base ruleset. Even as the original GW miniatures went out of production, the game continued to hold a following, and fans created Warmaster Revolution, which is the current living form of the game. In 2020, an enigmatic sculptor going by the handle Forest Dragon began releasing incredibly detailed STLs for Warmaster, invigorating interest in the game and setting a new bar for the 10mm scale. Forest Dragon's goal is to sculpt the full range for every army in Warmaster. Other sculptors rose to the new standard, and now the game is blessed with an abundance of detailed and characterful miniatures.

Downloads: Rules and Army Lists | Develepmental Factions

Warmaster List Builder

Videos: Faction Breakdown, How to Play, Battle Reports

Other resources: Facebook Group(surprisingly chill, many sculptors and painters are active here) | Discord

Warmaster Sculptors and Merchants (Obviously I shouldn't have to say this, but please don't :filez: STLs. All of the sculptors for Warmaster are independent and deserve support for their work.)
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Space Hulk


Space Hulk is a two-player adversarial asymmetrical tabletop tactical minis boardgame.

Way back in 1989, when Games Workshop was a British game store chain that still actually sold stuff made by companies not wholly owned by Games Workshop, the geniuses at Games Workshop released a boxed board game that would prove to be among the most popular and enduring they ever produced. Featuring the most elite warriors of the “Good Guys” faction from their Warhammer 40k universe fighting a new, menacing alien threat blatantly ripped off from “inspired” by Ridley Scott's Alien and Aliens films, the turn-based tactical combat mechanics, high-quality game pieces, and compelling 2-player experience made it a major seller. Despite that, the game went out of print within a couple of years - back then, as now, GW loved to discontinue successful products if they weren't directly part of one of their core lines. Such is the Specialist Games experience! Still, Space Hulk introduced the new Tyranids faction, provided several high-quality Terminator miniatures useable in Warhammer 40k, and was also a pretty OK game even in first edition, and for that it is remembered pretty fondly by old warhammer greybeards.

One player plays one or more squads of Space Marine Terminators, invading a derelict ship swarming with the bug-like alien Genestealers. The Space Marine player has a time-limited turn in which to move toward and try to achieve an objective on a mission-specific map made of modular puzzle-piece corridors and rooms. The other player moves Blips around the board (with no time limit), turning them into Genestealers when they come into view of a Terminator and then trying to close to close-combat to tear them apart, while the Termies try to hold them off with gunfire or bursts from a plasma gun. The base game comes with a scenario book, there are expansions with more tiles and minis and scenarios, and there's a robust decades-old fan community that has put out plenty of fanmade scenarios as well, giving the game a lot of replay. The most recent (4th edition) of the game still preserves the feel and basic aspects of gameplay of the original, but with much nicer components and some mechanics balances and improvements.

Space Hulk, even in its fourth edition, is not exactly a "modern game." Most new players find the genestealer side to be much easier to play and win with than the Space Marine side, so much so that plenty of people find the game unfair and bounce off of it immediately. The genestealer player can bring more onto the map every turn, has no time limit for their turn, and if they can get into close combat they almost always kill. So the genestealer player will more or less automatically win if the Space Marine player doesn't move fast enough, mismanages overwatch, or just gets unlucky with a few dice rolls as they scamper down a hallway towards them.

You can mitigate this asymmetrical difficulty by swapping sides, each player playing each side once across two games of the same scenario, although the player who plays space marines second may learn from the mistakes and strategies employed by the first player, so that's still not a perfect solution. Once both players have some experience with the game, though, it can be a fun and engaging challenge and is no longer a cakewalk for the genestealer player.

Like many Games Workshop games, the box set comes with piles of plastic sprues, so you need to spend several hours assembling the forces, although in the most recent editions the minis are snap-fit - you can technically play without using glue. Some of the minis are sculpted with decorative terrain elements that might make them less attractive as drop-ins for Warhammer 40k forces, too.

Space Hulk has been made into a computer game several times. Some computerizations faithfully reproduce the game with all its rules, others are more like adaptations. There's also a fan-made clone called Alien Assault (from Teardown, look them up on Facebook) that is free to play. The most recent official game I'm aware of is on Steam: Space Hulk Tactics, from 2018, is the closest, as it calls itself a faithful adaptation "with a twist" because it adds some kind of cards with equipment options, as well as campaign modes for both Space Marines and Genestealers. Note that Space Hulk: Deathwing is a first-person shooter thematically based on Space Hulk but bearing little resemblance to its tabletop gameplay.

While Space Hulk is not currently available from Games Workshop and many online auctions have extortionate prices, resources exist online to construct your board and tokens if you want to play the game.
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Gorkamorka




History

In 1997, Warhammer 40,000 was going strong in its second edition. At the time, Games Workshop was going through something of an experimental phase with its approach to marketing and IP. They were licensing 40k and Epic out for video games, White Dwarf regularly had free games printed in it, and the Black Library was about to kickoff in a major way. At the same time, someone must have really loving liked Mad Max because out of nowhere, Andy Chambers was directed to throw together another skirmish game for the 40k universe to compliment Necromunda. This came as a complete shock to Andy because he was under the impression that he would be working on Epic Fantasy next. However, 3rd Edition Epic 40,000 was basically dead on arrival and GW developed serious cold feet on producing anything else outside of their 28mm scale.

Gorkamorka's development time, according to Chambers, was notoriously fast. In a retrospective, he went through all of the areas where he felt he had to compromise just to get the box out by Christmas. This included the quality of sculpts (especially the trukks), the coherency of the rules, the factions available at launch, and just the overall state of the product in general. One area where it was not lacking, however, was theme.

Setting

Thematically, Gorkamorka gets everything right, and may be the single most entertaining game that GW has ever produced. In Gorkamorka, you play a gang of orks flying around in dune buggies in a wasteland hunting down the scrap of a crashed space hulk and battling it out with other gangs looking to do the same. The name "Gorkamorka" refers to whatever the heck it is the mekboyz are building back in Mektown. Is it a gargant? A teleportation pad? A ship? No one knows, but everyone wants their space on it secured when the mekboyz turn it on.

Gorkamorka is set on the planet of Angelis. Angelis was a backwater world with a small imperial outpost whose mission was to explore some weird ruins, but wasn't otherwise of note. One day, an ork space hulk dropped out of the warp while on its way to the Waaaagh (they're not really sure which one) and smashed into Angelis, wiping out all life on the planet and reducing the once temperate world to a desert wasteland. It's possible some orks survived the initial crash, but ultimately it's irrelevant. Gorkamorka is basically where the modern lore of the orks, including their biology, originates and one thing the game established is that orks are fungus and even if no living orks made it to the surface of Angelis, their spores survived the crash and began to grow in the badlands.

Soon, the planet was teeming with orks and orks are going to ork, in this case very literally as ork spores contain the DNA of the entire ork ecosystem, from the lowly squig up to much more complex beasts of burden. The new crop of boyz got together and started sorting out the wreckage and from the scrap came Mektown. Everyone wanted to get back to the Waaagh, so the mekboyz got to tinkering and building... something. No one is quite sure what it was they were building and the Mekboyz who started it are long dead. All that was known is that one day, someone realized that the thing looked an awful lot like the ork god Gork. This was immediately corrected by another ork because clearly it looked like the other ork god Mork. This difference of opinion led to Mektown being burned to the ground.

The orks realized that arguing over what the thing was wasn't very productive, though it was a good scrap. So they agreed to refer to it as "Gorkamorka" and to keep the fighting outside of Mektown to prevent any future accidents. Now, orks spend their time battling in the wasteland finding more chunks of the space hulk to bring back to the mekboyz to be incorporated into Gorkamorka. The most successful boyz are then awarded their tags and are guaranteed a spot on Gorkamorka on the faithful day when the mekboyz decide that it's finished.

Digganob

An expansion to Gorkamorka was released called Digganob. As it turns out, the orks weren't alone on Angelis. When the hulk came down, there were survivors, two different factions of them in fact. A group of fairly advanced humanoids, utilizing laser based technology, survived the apocalypse in the wasteland, but were exposed to significant amounts of radiation and over the years degenerated into conscious horrors, called "Muties" by the orks. The Muties stand apart from the other gangs because they ride mutated beasts instead of vehicles. Potentially weirder than the Muties are the Diggas. The Diggas are another group of humans, but unlike the Muties, they survived by being deep underground, literally "diggers", and tend to live in settlements in the shadow of the ruins, which seem to offer them some sort of protection. The Diggas are likely survivors of the Imperial outpost, or maybe they were indigenous to Angelis to begin with, but now they're an ork cargo-cult. They paint themselves green, speak in an ork dialect, and refer to their leaders as "nobs" (hence "Digganob"). The orks find this amusing and tolerate their presence in Mektown when they come to trade, but have no desire to let them on Gorkamorka proper. They also have no mercy for them in the wasteland, but will not go near the Digga settlements.

Strange things happen to orks who get too close. Every now and then, an ork boy will decide to seek his fortune and prove his courage by traveling out to the ruins, but most are never heard from again. Those that manage to come back speak of horrors untold, great tombs buried in the sand, and skeletal machines haunting the shadows. Perhaps the ruins are of an older and greater civilization than even the Imperium. Remnants of an Eldar maiden world? A webway portal to Eldar corsairs? Or perhaps something more sinister, perhaps the embodiment of death itself. We'll never know for sure! It's obviously Necrons, but there was never a second expansion or new edition to introduce them into the game proper.

Oh, and one other thing I forgot to mention is that the orks have all agreed that while grots are useful slaves, they're not really people, and of course have no business on Gorkamorka. Any grot who serves his gang well can expect payment in the form of slightly less abuse from his masters, but no more, and certainly no tags of his own. The grots aren't particularly big fans of this policy and so have started talking to one another about "organizing" and "seizing the means of producing Gorkamorka" for themselves. Enter Da Red Gobbo and his Rebel Grots.



The Rebel Grots are the final faction in Gorkamorka and they're there to fight for the little guy, literally. They ride around the wasteland on wind powered vehicles and prove that you don't have to be big to be green.

Mechanics

Mechanically, Gorkamorka is built on 40k 2e, which means a lot of charts, modifiers, and opposed melee roles. It has a lot of similarity to old Necromunda, especially in the campaign system, but it has rules for vehicles tacked on as every scenario starts with your boyz piled high on vehicles to get to the scrap. You can run down models on foot, ram other vehicles, leap from trukk to trak to strap stickbombs to the engine, and even lay siege to an ork fort that looks suspiciously like an oil refinery. The game is concentrated madness with enough orkish tomfoolery to make anyone fall in love with it. Orks can get injured, lose limbs, and even strap a pneumatic peg to their knee stump to fight another day. It's glorious.

It's also dated and the mechanics were clunky even when it was new. It does exactly what it says on the tin, but you might find yourself having to creatively interpret gaps in the rules when you run into a circumstance that isn't explicitly covered. But that's not really the point of the game.

Gorkamorka is all about crazy conversions and going wild with the theme. You can make an all biker gang or you can convert models from other games into monstrosities that would make George Miller blush or build things from scratch out of the scrap you have at your hobby table like the mekboyz would. It's up to you and it's great.

Legacy
This is the game that killed the Specialist Games studio at Games Workshop. Oops. As I said, Games Workshop was sort of all over the place with their brand and IP management at the time and didn't have a good grasp of things like "market research". I guess the executives expected this to be a way bigger hit than it was and as a result, they poured a ton of money into filling a warehouse with starter boxes. Supposedly this included a massive order of a French version that just didn't sell at all as well. Eventually, GW decided that Gorkamorka had to go so they literally gave away the $75 starter set with White Dwarf subscriptions. This was how I got my set in the late 90s. Best $50 I ever spent. The Specialist range would survive for a few more years and in different forms, but GW was terrified of any more of these self-contained games and by the mid-00s or so after lingering in web only status, Mordheim, Necromunda, BFG, Blood Bowl, Gorkamorka, and Epic Armageddon were all scrubbed from GW's website.

More importantly though, Gorkamorka completely changed how orks were presented in 40k. The ork faction in Rogue Trader and 2e were a mishmash of different design choices with a greater emphasis on ork subfactions (klans), such as savage orks and goffs. Gorkamorka was the birth of a single ork design language that persists to this day. A lot of the fluff and artwork were ported wholesale from Gorkamorka books and White Dwarf articles to modern 40k codexes. Basically every extant ork model is an evolution of something that came from Gorkamorka, and for a long time they were literally the same models. This also means that you can easily start collecting Gorkamorka today just by buying ork kits that are currently available.

Resources

While out of production, Yaktribe has most everything you need. There's also an active Facebook group where people post items for sale and trade and discuss the rules. There's also a community rulebook available, but I haven't read that myself. It's also just a fun modeling project and for that you don't really need to have any rules or official models. Just make something cool and fun and appropriately orkish.

https://yaktribe.games/community/vault/categories/gorkamorka.11/
https://www.facebook.com/groups/Gorkamorka

Random Gorkamorka Stuff of Mine




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Warhammer Epic 40,000


Epic, aka Epic Armageddon, aka Epic 40k, aka NetEA, is a 6mm-scale tabletop miniatures wargame set in the Warhammer 40k universe. At this scale, players can field huge armies with several hundred troops, tanks and other war machines, aircraft, titans, and even orbital bombardment. The standard game has players competing to capture several objectives on the table, and the rules emphasize intermixed player turns, suppression and morale effects, and battlefield maneuver.

A typical game might last four to six full turns. During each turn, players mostly alternate activating formations, each of which comprise one or two titans, a handful of heavy vehicles, or several stands of small vehicles or troops. Players must declare general orders for each formation, roll to activate it, and then make movement and shooting actions. At long range, only heavy arms are fired; troops mostly exist to take casualties. But when formations crash into each other, a mini-battle of close combat is played out, with individual stands of troops exchanging fire or getting into direct melee - these skirmishes each somewhat resemble an entire game of Warhammer 40k at 28mm scale, but a full Epic match might have several of these take place. Players can push their luck and attempt to activate multiple formations in a row, but a failed leadership roll can leave a formation stuck in a defensive posture, refusing to move. Whenever formations take fire they take "blast counters" and when the number of counters equals or exceeds the number of surviving units in the formation, it automatically breaks. Broken units can rally, but are very vulnerable and tend to flee out of position. To win the game, players must hold objective markers with unbroken units: often the last turn of a game of Epic involves a desperate attempt to dislodge an enemy formation from an objective, or a final die roll to see if a broken unit can rally in time to claim one last marker. Close victories and near defeats are common, and even a game that starts off very badly for one side can be turned around. Epic rewards strategic and tactical thinking; few armies work well just pushed forward toward the enemy lines, and list building is an important aspect of the game.

Each army list plays with a unique flavor: eldar are highly maneuverable and expert skirmishers, space marines are very tough and brutal in close combat, orks flood the field with massed low-quality troops, and imperial guard specialize in war machines and bombardment tactics.

History
In 1988, Games Workshop was experimenting with expanding its core brands and model ranges with self-contained box set games set in their fantasy and 40k universes. That year they released Adeptus Titanicus, a tabletop skirmish game between doofy looking beetle-backed "titans", giant war machines made by the Imperium and their eternal enemies, Chaos. In order to make these multi-story-tall robots fit on a reasonable tabletop, the scale was set to 6mm, in contrast with the usual 28mm+ scale of the rest of their minis. This set the minis at about the same size as battletech miniatures, and it seems GW was hoping to compete directly with that game, which was pretty popular at the time.

The set proved sufficiently popular to continue to invest, and the immediately obvious way to do that was to add ground forces at the same scale: tanks and other vehicles, infantry, etc; and to add in more factions. Rules for infantry and vehicles were first published in White Dwarf 109, and a boxed set with opposed space marine factions called Space Marine came out the following year. Now players could merge the two sets, with plentiful plastic minis and styrofoam (AT) or card (SM) terrain provided in the boxes. The Codex Titanicus publication unified the two rulesets to enable official full-scale battles.

A key feature of this 6mm game was that it was finally possible to field something resembling an actual army, in warhammer 40k. The 40k 28mm game typically featured a couple dozen models per side - these were all metal miniature armies, very expensive to collect, and the days of expanded forces and commonly cramming 50 or even 100 models per side were yet to come.

2nd edition Epic plus a new box called Titan Legions continued the game as a union of two standalones in 1994, but by then GW was already selling a large range of models for several factions including orks, eldar, imperial guard, space marines, chaos, squats, and tyranids.

In 1997, GW finally unified the game with a third edition called Epic 40,000. Major revisions to the rules were made, which proved to be unpopular - current players suddenly found their existing forces suboptimal, many of the fiddly details of the earlier editions were eliminated, basically grognards were pissed off but the cost of entry for new players had become somewhat daunting even for a minis game. The boxed set also included space marine and ork armies, which was perhaps a mistake too: players of those factions already had their core troops, and players of other factions didn't necessarily want to pay for forces they didn't intend to play with. Base sizes were also adjusted, although the old bases were still legal. Broadly this edition has been considered a failure, and GW withdrew it within six months or so.

Some years later, GW produced its final version, with two sourcebooks: Epic: Armageddon, by which this edition is usually called, and Epic: Swordwind, which includes rules for additional factions. This game was actually playtested and revised before publication, and it provides army lists at a more granular level - for example, instead of a generic eldar lists, Swordwind provides a list for Biel-Tan, and instead of "orks" it's got a list for Warlord Snagga's orks. Since publication, fans have produced dozens more lists for the various factions, most of which have had significant model support either by GW or by other producers over the years.

Support and resources
GW long ago discontinued all support for Epic, but E:A has enjoyed worldwide fan support, including an organized "Net EA Rules Committee" maintaining and updating the rules with minor revisions to improve balance and gameplay. Net EA is available for free online and provides complete tournament rules for Epic, including lists for armies never produced by GW such as Tau and Adeptus Mechanicus. You can download all the rules here, and there's a fan-built online force builder [http://adam77.github.io/snapfire/war/indexNETEA.html]here[/url]

There is another online committee and playgroup, https://netepic.org/, which focuses on the earlier Space Marine (2nd edition epic) edition of the game. It's much less commonly played, though, and probably not the first spot for someone just now interested in playing Epic.

Models for Epic are available at surprisingly reasonable prices on ebay, and many players purchase third party models as proxies or even 3d print their own forces.
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GAMES THAT ARE NOT ACTIVELY PLAYED BY GOONS, so are relegated to the list of unloved games

(Feel free to adopt one of these games and create a post featuring details about the game, pictures and links to resources.)

Adeptus Titanicus

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Mordheim: City of the Damned

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Necromunda (the 1995 OG release)

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Warhammer Quest

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Battlefleet Gothic

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Middle-earth Strategy Battle Game: The Lord of the Rings

[/quote]

Al-Saqr fucked around with this message at 23:02 on Dec 19, 2022

Lumpy
Apr 26, 2002

La! La! La! Laaaa!



College Slice

Al-Saqr posted:

Hey guys, kill team is the best, it’s so good it got me back into tabletop gaming after not even looking at it for twenty years, buy kill team, it’s fantastic 10/10 would go broke again for it.

Kill Team is good. It is so good, it is almost as good as Necroumnda!

Bad Decision Dino
Aug 3, 2010

We'll invade Russia.
I don't have time to write a post section, but atleast add MESBG to the unloved games section. :(

Indolent Bastard
Oct 26, 2007

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

Bad Decision Dino posted:

I don't have time to write a post section, but atleast add MESBG to the unloved games section. :(

Only if you tell me what MESBG is. It is so unloved I don't even recognize the acronym.

Bad Decision Dino
Aug 3, 2010

We'll invade Russia.

Indolent Bastard posted:

Only if you tell me what MESBG is. It is so unloved I don't even recognize the acronym.

Middle-Earth Strategy Battle Game, or more commonly know as 'Lord of the Rings' or 'The Hobbit'.

Covermeinsunshine
Sep 15, 2021

The only thing I know about MESBG is that the dice sets for it look really nice

Hedningen
May 4, 2013

Enough sideburns to last a lifetime.
I feel like Blood Bowl gets a pretty bad rap in the OP - yeah, as a push-your-luck game it can be incredibly brutal, but it’s a game that still manages to maintain the sense of humor inherent in the old GW style, with terrible groanworthy puns, some of the more dynamic models GW makes, and a strong fan community in the form of the NAF, which kept the game alive and still organizes tournaments.

Side note, there are two ways to play: one-off matches where you don’t track injuries, and leagues, where you play a series of games against opponents. Setting up an in-person league can be really difficult, but it’s also incredibly rewarding - you get to develop a team, and if you can actually build the community and manage to keep people from getting heated at the gaming table, it’s an incredible experience. It just takes a lot of effort and buy-in from people.

There’s also variants available: Sevens (or 7s) is the main officially supported one, where teams are smaller, gameplay is faster, and the cruelty of dice is even more pronounced. You’ve also got Deathbowl (4 player Blood Bowl variant), Streetbowl (7s on a narrower pitch, different rules for fouling), and various unofficial teams, including the NAF-endorsed Slann team and various homebrew teams on the FUMBBL Secret League.

Hihohe
Oct 4, 2008

Fuck you and the sun you live under


Blood Bowl gots me hooked with how chill it ends up being, some of the teams are straight up bad (even so much as saying so in the books) but youll probably still have fun playing them as you set your own goals for your team.

working mom
Jul 8, 2015
Got that new thread smell, smells of expensive plastic

Bad Decision Dino
Aug 3, 2010

We'll invade Russia.

Covermeinsunshine posted:

The only thing I know about MESBG is that the dice sets for it look really nice

16mm cornered are the best dice money can buy, in my honest opinion. Though you really want a dicebox in a game that's mostly about positioning and has a lot of metal miniatures.

Floppychop
Mar 30, 2012

Hedningen posted:

I feel like Blood Bowl gets a pretty bad rap in the OP - yeah, as a push-your-luck game it can be incredibly brutal, but it’s a game that still manages to maintain the sense of humor inherent in the old GW style, with terrible groanworthy puns, some of the more dynamic models GW makes, and a strong fan community in the form of the NAF, which kept the game alive and still organizes tournaments.

Side note, there are two ways to play: one-off matches where you don’t track injuries, and leagues, where you play a series of games against opponents. Setting up an in-person league can be really difficult, but it’s also incredibly rewarding - you get to develop a team, and if you can actually build the community and manage to keep people from getting heated at the gaming table, it’s an incredible experience. It just takes a lot of effort and buy-in from people.

There’s also variants available: Sevens (or 7s) is the main officially supported one, where teams are smaller, gameplay is faster, and the cruelty of dice is even more pronounced. You’ve also got Deathbowl (4 player Blood Bowl variant), Streetbowl (7s on a narrower pitch, different rules for fouling), and various unofficial teams, including the NAF-endorsed Slann team and various homebrew teams on the FUMBBL Secret League.

I agree, it's feels fairly negative. Kind of a "this game isn't good, but I guess if you want to play I'll give you the rundown".

The minis also aren't push fit. You'll need glue and clippers.

Springfield Fatts
May 24, 2010
Pillbug

working mom posted:

Got that new thread smell, smells of expensive plastic

Or awful sla resin depending on your game of choice!

Yvonmukluk
Oct 10, 2012

Everything is Sinister


I haven’t played Warcry but it’s probably worth mentioning that you can get the rules for free off the Warhammer Community website along with the rules for a lot of the 1st edition and AoS models.

Major Isoor
Mar 23, 2011
Nice OP! drat, this thread change reminds me that I really need to finish sorting out my AT titans...

IshmaelZarkov
Jun 20, 2013

Well, guess I need to start getting active on thread at some point, yelling at everyone to start playing Adeptus Titanicus, the best non-spaceship, non-54mm scale game GW ever made.

Leperflesh
May 17, 2007

I can do a writeup for epic and also for space hulk if you guys want

Strobe
Jun 30, 2014
GW BRAINWORMS CREW
RIP Aeronautica Imperialis, so unloved that it didn't even make the unloved games list even with active support from GW.

My Spirit Otter
Jun 15, 2006


CANADA DOESN'T GET PENS LIKE THIS

SKILCRAFT KREW Reppin' Quality Blind Made American Products. Bitch.
Is it still supported? Im pretty sure all of the ai boxes at my gw have a get it before its gone sticker on it

Strobe
Jun 30, 2014
GW BRAINWORMS CREW

My Spirit Otter posted:

Is it still supported? Im pretty sure all of the ai boxes at my gw have a get it before its gone sticker on it

A new set of Necron craft came out literally two days ago.

Muir
Sep 27, 2005

that's Doctor Brain to you
Be the post you want to see in the world.

Macdeo Lurjtux
Jul 5, 2011

BRRREADSTOOORRM!
Dammit, I was just finishing up my team for the last thread and now you just drop a new edition?

Indolent Bastard
Oct 26, 2007

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

Leperflesh posted:

I can do a writeup for epic and also for space hulk if you guys want

I am running this thread as a cooperative effort. Anybody who wants to pitch in is free to do so. 🙂

Indolent Bastard
Oct 26, 2007

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

Strobe posted:

RIP Aeronautica Imperialis, so unloved that it didn't even make the unloved games list even with active support from GW.

I asked in the previous iteration of the thread if anybody had games they wanted to see represented and apparently AI failed to make the cut. That said, feel free to do your own write-up and it will leap over the unloved list and directly into the active list.

Major Isoor
Mar 23, 2011

Macdeo Lurjtux posted:

Dammit, I was just finishing up my team for the last thread and now you just drop a new edition?

Yeah, and it's so typical of the mods to close the old thread! I can't even keep posting in the previous edition's thread, like how I'm still playing the previous edition of KT. Pah!

My Spirit Otter
Jun 15, 2006


CANADA DOESN'T GET PENS LIKE THIS

SKILCRAFT KREW Reppin' Quality Blind Made American Products. Bitch.

Macdeo Lurjtux posted:

Dammit, I was just finishing up my team for the last thread and now you just drop a new edition?

Act fast and you can post the very first team in the shiny new thread

Leperflesh
May 17, 2007

Feel free to copy into the OP:

SPACE HULK
Space Hulk is a two-player adversarial asymmetrical tabletop tactical minis boardgame.


Way back in 1989, when Games Workshop was a British game store chain that still actually sold stuff made by companies not wholly owned by Games Workshop, the geniuses at Games Workshop released a boxed board game that would prove to be among the most popular and enduring they ever produced. Featuring the most elite warriors of the “Good Guys” faction from their Warhammer 40k universe fighting a new, menacing alien threat blatantly ripped off from “inspired” by Ridley Scott's Alien and Aliens films, the turn-based tactical combat mechanics, high-quality game pieces, and compelling 2-player experience made it a major seller. Despite that, the game went out of print within a couple of years - back then, as now, GW loved to discontinue successful products if they weren't directly part of one of their core lines. Such is the Specialist Games experience! Still, Space Hulk introduced the new Tyranids faction, provided several high-quality Terminator miniatures useable in Warhammer 40k, and was also a pretty OK game even in first edition, and for that it is remembered pretty fondly by old warhammer greybeards.

One player plays one or more squads of Space Marine Terminators, invading a derelict ship swarming with the bug-like alien Genestealers. The Space Marine player has a time-limited turn in which to move toward and try to achieve an objective on a mission-specific map made of modular puzzle-piece corridors and rooms. The other player moves Blips around the board (with no time limit), turning them into Genestealers when they come into view of a Terminator and then trying to close to close-combat to tear them apart, while the Termies try to hold them off with gunfire or bursts from a plasma gun. The base game comes with a scenario book, there are expansions with more tiles and minis and scenarios, and there's a robust decades-old fan community that has put out plenty of fanmade scenarios as well, giving the game a lot of replay. The most recent (4th edition) of the game still preserves the feel and basic aspects of gameplay of the original, but with much nicer components and some mechanics balances and improvements.

Space Hulk, even in its fourth edition, is not exactly a "modern game." Most new players find the genestealer side to be much easier to play and win with than the Space Marine side, so much so that plenty of people find the game unfair and bounce off of it immediately. The genestealer player can bring more onto the map every turn, has no time limit for their turn, and if they can get into close combat they almost always kill. So the genestealer player will more or less automatically win if the Space Marine player doesn't move fast enough, mismanages overwatch, or just gets unlucky with a few dice rolls as they scamper down a hallway towards them.

You can mitigate this asymmetrical difficulty by swapping sides, each player playing each side once across two games of the same scenario, although the player who plays space marines second may learn from the mistakes and strategies employed by the first player, so that's still not a perfect solution. Once both players have some experience with the game, though, it can be a fun and engaging challenge and is no longer a cakewalk for the genestealer player.

Like many Games Workshop games, the box set comes with piles of plastic sprues, so you need to spend several hours assembling the forces, although in the most recent editions the minis are snap-fit - you can technically play without using glue. Some of the minis are sculpted with decorative terrain elements that might make them less attractive as drop-ins for Warhammer 40k forces, too.

Space Hulk has been made into a computer game several times. Some computerizations faithfully reproduce the game with all its rules, others are more like adaptations. There's also a fan-made clone called Alien Assault (from Teardown, look them up on Facebook) that is free to play. The most recent official game I'm aware of is on Steam: Space Hulk Tactics, from 2018, is the closest, as it calls itself a faithful adaptation "with a twist" because it adds some kind of cards with equipment options, as well as campaign modes for both Space Marines and Genestealers. Note that Space Hulk: Deathwing is a first-person shooter thematically based on Space Hulk but bearing little resemblance to its tabletop gameplay.

Major Isoor
Mar 23, 2011

Leperflesh posted:

Note that Space Hulk: Deathwing is a first-person shooter thematically based on Space Hulk but bearing little resemblance to its tabletop gameplay.

It does, however, feature the best "lead shoe" footfall headbob+sound effect though, as well as the best door-opening mechanic. (Read: Smashing them open with one punch. There's nothing better than seeing a friend in the process of hacking a door open, then just walking straight through it with a loud 'bang' :D )

My Spirit Otter
Jun 15, 2006


CANADA DOESN'T GET PENS LIKE THIS

SKILCRAFT KREW Reppin' Quality Blind Made American Products. Bitch.

Strobe posted:

A new set of Necron craft came out literally two days ago.

Forgot to reply to this. Im surprised because im, now admittedly only 70% the ai bpxes had their yellow and red FOMO stickers on em

Cease to Hope
Dec 12, 2011
I stand by everything I said about BB except the pushfit thing

moths
Aug 25, 2004

I would also still appreciate some danger.



Take note: White Dwarf 482 is a VERY SPECIAL ISSUE that you want to buy because it includes:

quote:

GOG Codes for 12 Warhammer Computer Games (including: Warhammer 40,000: Gladius – Relics of War, Battlefleet Gothic: Armada, Warhammer 40,000: Dakka Squadron, Warhammer: Shadow of the Horned Rat, Warhammer Quest 2: The End Times, Warhammer 40,000: Chaos Gate (1998), Warhammer 40,000: Rites of War, Man O' War: Corsair, Talisman: Origins, Dark Future: Blood Red States, Final Liberation: Warhammer Epic 40,000, and Mordheim: City of The Damned).

It's already on shelves at Barnes & Noble in the US.

Lumpy
Apr 26, 2002

La! La! La! Laaaa!



College Slice

moths posted:

Take note: White Dwarf 482 is a VERY SPECIAL ISSUE that you want to buy because it includes:

It's already on shelves at Barnes & Noble in the US.

But then I'd have to buy a PC, and that's money that could be used for goring the pile of shame!

moths
Aug 25, 2004

I would also still appreciate some danger.



These games will run on a very lovely PC that costs less than a Start Collecting box.

Nebalebadingdong
Jun 30, 2005

i made a video game.
why not give it a try!?
warmaster terrain!




Major Isoor
Mar 23, 2011

Nebalebadingdong posted:

warmaster terrain!






Looks like Bilbo and his 35 nephews are going on an adventure! :D (Looks great, honestly - nice one!)

Atlas Hugged
Mar 12, 2007


Put your arms around me,
fiddly digits, itchy britches
I love you all

moths posted:

Take note: White Dwarf 482 is a VERY SPECIAL ISSUE that you want to buy because it includes:

It's already on shelves at Barnes & Noble in the US.

Chaos Gate loving rules and I would love if that somehow developed a modern mod scene.

Nebalebadingdong
Jun 30, 2005

i made a video game.
why not give it a try!?

Major Isoor posted:

Looks like Bilbo and his 35 nephews are going on an adventure! :D (Looks great, honestly - nice one!)

we're going to gently caress up the elves

Major Isoor
Mar 23, 2011

Nebalebadingdong posted:

we're going to gently caress up the elves

Hell yeah, that's what we like to call 'living the dream'!

Annointed
Mar 2, 2013

May I ask how best to buy, assemble, make and play a Corsair Voidscarred Kill Team? I have decided to select that Kill Team as the one I would like to someday save up but it seems to be a bit difficult. From what I have seen on top listing websites the Corsair are very fast glass cannons with a bit more variety to their abilities than Genestealers, that the best method is to assemble all specialists and gunner over heavy gunner and standard troops, and that's it. Not really seeing any tips or guides on how best to use their abilities to say get across the board or how to take on Elites like Death Watch/Custodes or Hordes like Admech/Veteran Guardsmen.

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Al-Saqr
Nov 11, 2007

One Day I Will Return To Your Side.
Why corsairs and not the harlequin troupe?

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