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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
__________________________________________________

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 -

__________________________________________________

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.
__________________________________________________

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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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.

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.

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!
James Workshop here! Working hard to bring you only the best in everything we do here at Games Workshop.



The OP has been updated, go take a look and see what you think. Cheers!

Indolent Bastard
Oct 26, 2007

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

Bad Decision Dino posted:

MESBG is my main game at the moment, and I really like it a lot. "Better supported" is perhaps subjective, as MESBG gets regular FAQs and erratas, and a new supplement every two years, without the sweeping changes to rules and balance that invalidate entire armies. The core rules have been fairly stable for years, and the balance is solid enough that you can mostly bring what you want and have a good game. Also, as with some other specialist games, MESBG has strong 'COOL DAD' energy, where player are generally a bit older and just want to have a fun game instead of trying to pubstomp at the local GW. As for the 'quaint' aesthetic, the majority of basic troops are old enough to drink, but hold up fairly well and are actually very fun to paint. They're low on excessive details and pouches, so painting a bunch of them in an evening is totally doable.

Some images, for flavour.

My Moria gobs moving in for the kill on some Uruk-Hai scouts.


My friend playing my gobs against my Rivendell elves.





Literally me irl.

Do a writeup for the OP, do it, dooooooooo eet.

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!
Dear Mods.

In attempting to update the OP we are going over the character limit. Is there a solution to this issue?

Can a second post from me be wedged in? Can the character limit be lifted? Or do I have to do some editing to trim the OP?

Indolent Bastard
Oct 26, 2007

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

Leperflesh posted:

I don't have the power to create a post inline after yours, nor can I break the 50k character limit. Astral might be able to do that but it'd have to be for an amazingly good reason and I really doubt this'd qualify. Sorry!

One thing you can do to cut down length is token-efy links, like with tinyurl. I had to do that with Bronzestabbed back in the day.

You could ask Al Saqr, who has the 2nd post, if they'd mind editing in some of your stuff?

Sounds good. Thanks.

Indolent Bastard
Oct 26, 2007

I WON THIS AMAZING AVATAR! I'M A WINNER! WOOOOO!
Hindsight shows me why second posts get reserved.

I will figure something out that isn't hideous.

Indolent Bastard
Oct 26, 2007

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

Al-Saqr posted:

I am willing to sacrifice my post as the second post to make space for you

That is probably the easiest solution. How do you feel about taking Community Supported and Unloved?

e: truly a community thread.

Indolent Bastard fucked around with this message at 22:57 on Dec 19, 2022

Indolent Bastard
Oct 26, 2007

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

Al-Saqr posted:

You know what?

Why not a videogame tie in.

Drukhari vs. a bunch of happless desperate imperial prisoners and penal battalions

Good old second edition.

Indolent Bastard
Oct 26, 2007

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

Professor Shark posted:

I have a bunch of the old metal Ork Nobz. Is it possible to make an all Nob Kill Team with them?

Easily. Get the Kommando list and you should be able to figure out which model represents which profile. You may need/want a grot and a squig to have maximum flexibility in list building.

Indolent Bastard
Oct 26, 2007

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

Professor Shark posted:

Looks like I’ll have to do some mods to some shoot as to turn them into pistols and/or either buy some arms or use trash to make bionic arms. This could be a project, but I hate having these guys sitting in a box.

Metal grots go for as much as nobz on eBay, I’ll have to start some planning when I’m done with Intercessor Kill Team 2.0

Can you take a pic of two of what minis you are working with?

Indolent Bastard
Oct 26, 2007

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

The models from the Ork Kommando Killteam

Kommando Nob - Defining feature, powerklaw. Even if you use a different loadout, only having one model with a klaw will point out who is the Nob.
Kommando Slasha Boy - Defining feature, paired hand weapons. Use left and right melee weapon arms, easy.
Kommando Breacha Boy - Defining feature, weird battering ram. Frankly this one is tough to figure out. I might just give one guy a different coloured helmet and if you use a Breacha Boy, just say that is him.
Kommando Snipa Boy - Defining feature, long gun. Take any of your double barreled shootas and lengthen them out with something and if you want, toss a huge goofy scope on the top.
Kommando Rokkit Boy - Defining feature, rokkits. Use your storm boy. Give him a pistol arm and hand weapon. Don't worry, the huge rokkit on his back will be a dead giveaway that he's your Rokkit Boy.
Kommando Dakka Boy - Defining feature, more dakka. As many of your models already have double barrel shootas, I'd add random gubbins to make one have a fancier gun, or just give the gun a really flashy and obvious paint job.
Kommando Comms Boy - Defining feature, a comm pack. Find any backpack at all, make it look even a tiny bit orky and either stick on a small boss pole or a wire antenna and that is your Comms Boy
Kommando Burna Boy - Defining feature, a burna weapon. Use the Kombi-scorcher and declare that is your Burna Boy.
Kommando Boy - Defining feature, none. These are your standard troopers. And if you need more boys and are not using a specific Specialist Boy, say that the unused Specialist Boy, is just a regular Kommando Boy for that game.
Kommando Grot - Defining feature, its a grot. Find a grot or goblin mini to use.
Bomb Squig - Defining feature, its a squig. Find a squig or squig proxy.

Also, read this: https://www.goonhammer.com/kill-team-tactics-ork-kommandos/

Indolent Bastard
Oct 26, 2007

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

berzerkmonkey posted:

He did also mention skaven sling spam and said something to the effect of "just don't be a dick."


A wonderful ideal, but if I can just spam a winning attack and beat the game, you made a crummy game. Should I "break" the game and spam the winning option? Probably not, but if you created something with a degenerate strategy that allows that kind of abuse I say the game maker is more at fault than the person abusing the strategy.

Obviously it is easier to remedy the issue if you game with friends, but games like MH are often played in a league at your flgs.

Indolent Bastard
Oct 26, 2007

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

Lostconfused posted:

Watching through all of this, lol kind of sucks that the battle rules pretty much just forced a unit of skeleton archers sit out and do nothing the entire game.

I'm 12 minutes in and its still roll to hit-roll to wound-roll to save, plus a boatload of special rules for each unit. If it is your jam, go for it, but it is everything I don't want in a table top game. Too many fiddly rules to remember and apply their interactions combined with a big mittful of dice that accomplish very little.

Indolent Bastard
Oct 26, 2007

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

Major Isoor posted:

I love all the animals in the gnome team! Especially the fox's "My Ball" trait :D I've seen a lot of people whinge about them on social media, but drat, BB is meant to be about fun, zany teams - and gnomes are just that! Honestly, they're the biggest temptation I've had, when it comes to resisting the transition from Blood Bowl 2 to tabletop BB.

If people love them and want them, go to town, but to me they are so differently styled that they just don't seem to fit the BB esthetic. I thought they were yet another third party team when I first saw them.

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Indolent Bastard
Oct 26, 2007

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

Angry Lobster posted:

Why not? To me, they seem a more elaborated version of halflings, but I could be wrong.

Nope, its me. I am wrong. The look and feel of BB has changed since I played many years ago. I like the "vintage" look of the 90s and 2000s. The current Necromantic Horror Team and the current Treeman look terrible to me. It is official: C'est moi, je suis le grognard.

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