Switch Theme:

[40K] Kill Team News & Rumours page 148 : Arena expansion, new warzone and new models  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Defending Guardian Defender





Long Beach

I really wish they weren't so hellbent on selling us premium terrain kits. They look great admittedly, but its so strange seeing a new game sold solely on its terrain rather than its miniatures. I miss the days when GW gave us some templates and told us "foam board is cheap, spray it gray and you've got a city".

Put the pick in there Pete; and turn it round, real neat. 
   
Made in gb
Ancient Space Wolves Venerable Dreadnought





 Kennizard wrote:
I really wish they weren't so hellbent on selling us premium terrain kits. They look great admittedly, but its so strange seeing a new game sold solely on its terrain rather than its miniatures. I miss the days when GW gave us some templates and told us "foam board is cheap, spray it gray and you've got a city".

Right, now you’ve got YouTube to do that instead, so GW had to step up their game.

This message was edited 1 time. Last update was at 2018/07/16 18:43:01


"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in gb
Longtime Dakkanaut





Then just get the book? No one is stopping you from using foam board if you want to.
   
Made in us
Dakka Veteran




frankelee wrote:
Sad how GW is so far removed from having fluff and narrative in their games that players no longer know how to handle seeing it. These games have come a long way since the days when they were basically an extension of D&D where you fought a battle because that'd be cool.

It would be neat if the team lists include a few special/big options (like Necromunda/Mordheim or Blood Bowl did), but at the same time people need to try accepting this game on its own terms. There already is a game where you can use all your 40K models, it's called 40K. This is going to be different than that, and people who just take it as it is and give it a chance that way are probably going to have a much better time playing.


Right? Instead of creating a gameplay experience that allows you to tell the story of the game, and brings all its various elements to life, they are once again tacking on extra things- in this case to make the game "narrative"- without designing it to be so from the ground-up or top-down in the first place. Mandating players to name their KTs does not make the game more narrative. Detailed rules, including but by no means limited to customizing your team members with interesting options, is how you make a narrative game.
   
Made in us
Loyal Necron Lychguard





Adding a bunch of "do what you want with wargear" rules that would only realistically work for marines and guard does not make the game more narrative, it makes it harder to balance.
   
Made in us
Dakka Veteran




 Arachnofiend wrote:
Adding a bunch of "do what you want with wargear" rules that would only realistically work for marines and guard does not make the game more narrative, it makes it harder to balance.


This argument going back and forth reminds me of the same thing happening in necromunda.

Give it a year and a few expansions and they may well ditch the restrictions like they did for necromunda, but for the base box there's no reason for them not to have things relatively tightly constrained when you can just ignore those rules when you're playing with people who agree with you.

Right now it's a game intended to be played straight out of boxes, no it's not going to cater to every last thing a hobbyist can put together. Once they start adding advanced stuff, and we already know rogue trader is coming, maybe they'll do it officially. Till then, make a few notes on rules changes for whatever group you play in.
   
Made in us
Dakka Veteran




 Arachnofiend wrote:
Adding a bunch of "do what you want with wargear" rules that would only realistically work for marines and guard does not make the game more narrative, it makes it harder to balance.


Harder for GW to balance. Balance is a difficult concept for them. And it isn't just that it's harder to create your KT, and give each model its own backstory, personality, fighting style, and equipment to reflect that. It's the gameplay. Malifaux, another skirmish game has a strong narrative element, but it is "in the doing", not just snippets of lore or statements from Wyrd and the dev team that it is so. Asymmetrical missions. The interact action. Abilities like Rotten Belles' Lure or Mr. Graves' Show Them The Door. Comparing an attacker value to a defender value to determine the likelihood of an outcome, similar to the old WS chart. Actual alternating activation. GW isn't giving us, the players, the tools for telling stories, despite their claims that this is a narrative game, or that we should Forge The Narrative TM.
   
Made in us
Defending Guardian Defender





Long Beach

GoatboyBeta wrote:
Then just get the book? No one is stopping you from using foam board if you want to.


Thats my plan, I dont need more scenery. Its just there's also the issue of unique rules cards packaged with their scenery bundles. I think its an odd marketing approach, it really just seems like an excuse to get 40k players to buy more scenery rather than an attempt to get a new market interested in a new game.

I mean if you were looking to check out a new game and you saw the product line was like a half dozen $80 boxes of walls and cranes but only a couple of miniatures would you jump in?

Put the pick in there Pete; and turn it round, real neat. 
   
Made in gb
Ridin' on a Snotling Pump Wagon






Shamelessly lifted from Edge of Empire’s FB feed.

I give you, the boxed set content.
[Thumb - 131F3B61-D29C-4404-862D-FE31CF54AED3.jpeg]


Fed up of Scalpers? But still want your Exclusives? Why not join us?

Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in us
Longtime Dakkanaut




Is colored plastic noticeably different in quality to gray plastic? I heard something about it making the plastic weaker or some such, not sure if that's true.
   
Made in gb
Ancient Space Wolves Venerable Dreadnought





Dandelion wrote:
Is colored plastic noticeably different in quality to gray plastic? I heard something about it making the plastic weaker or some such, not sure if that's true.

It’s gibberish. Grey plastic is coloured grey exactly the same way the other colours are made. Virgin polystyrene is translucent white, which is why expanded styrene is such a brilliant white.

"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in us
Dakka Veteran





Blastaar wrote:
frankelee wrote:
Sad how GW is so far removed from having fluff and narrative in their games that players no longer know how to handle seeing it. These games have come a long way since the days when they were basically an extension of D&D where you fought a battle because that'd be cool.

It would be neat if the team lists include a few special/big options (like Necromunda/Mordheim or Blood Bowl did), but at the same time people need to try accepting this game on its own terms. There already is a game where you can use all your 40K models, it's called 40K. This is going to be different than that, and people who just take it as it is and give it a chance that way are probably going to have a much better time playing.


Right? Instead of creating a gameplay experience that allows you to tell the story of the game, and brings all its various elements to life, they are once again tacking on extra things- in this case to make the game "narrative"- without designing it to be so from the ground-up or top-down in the first place. Mandating players to name their KTs does not make the game more narrative. Detailed rules, including but by no means limited to customizing your team members with interesting options, is how you make a narrative game.


Hmmm, crunchy weapons rules are really just used by min-maxers to play competitively, they don't make the story more narrative. As a veteran roleplayer who is really into narrative games, I can definitively say the trend in narrative roleplaying games has been to move severely away crunchy rules or simulation. If they really want to make it more narrative, they should try to generalize equipment and weapons more than it looks like they are, it's much, much more narrative to imagine how your squad is equipped, and perhaps have a few vague bonuses for some of that equipment than it is to have everything gamified and strictly enforced with rules.

Also I noticed somebody earlier mentioned that pre-gen tables are exactly the opposite of what roleplayers want, I can speak for all long-time roleplayers when I say our libraries are filled with books containing pre-gen tables. The argument back and forth on here is all wrong, it's not whether or not RPGers like them---When roleplayers get a book it's like buying a toolbox, and then you take it home and you're completely in charge and on your own. Many 40K players get a rulebook and feel as if they're being handed Hammurabi's Code of Miniature Gaming, which tells you when, where, and how you will use your miniatures in order to play toy soldiers, and how many eyes you are to lose for each infraction.

If anybody wants to actually get into narrative gaming you need to let go of crunchy rules, trying to win, "squad building", and being worried about what the book says you can and can't do. Otherwise, you're not really into narrative gaming, you're into winner-take-all, competitive story-mode.
   
Made in us
Fixture of Dakka





You can roleplay in 4th Ed D&D too. I find 3/3.5 Ed much more condusive to roleplay and narrative. 4th Ed felt a lot more crunchy, though.

Better balance is a good thing. But there are some tradeoffs between balance and RP/narative options.
   
Made in us
Mauleed




Some cool info on the upcoming Rogue Trader Kill Team:
http://natfka.blogspot.com/2018/07/kill-team-rogue-trader-reveal.html
   
Made in us
Been Around the Block




 Kennizard wrote:
I really wish they weren't so hellbent on selling us premium terrain kits. They look great admittedly, but its so strange seeing a new game sold solely on its terrain rather than its miniatures. I miss the days when GW gave us some templates and told us "foam board is cheap, spray it gray and you've got a city".


They also told us that gluing a lascannon on a deodorant stick was a grav-tank around the same time-period.

I'm quite happy with the prospect of the terrain bundles.
   
Made in fi
Courageous Space Marine Captain






Dandelion wrote:
Is colored plastic noticeably different in quality to gray plastic? I heard something about it making the plastic weaker or some such, not sure if that's true.

It was the case in older coloured plastic sets. Space Hulk plastic is noticeably harder and more brittle. Newer coloured plastic kits seem to have same quality as the grey plastic though.

   
Made in us
Longtime Dakkanaut





Connecticut

 Mad Doc Grotsnik wrote:
Shamelessly lifted from Edge of Empire’s FB feed.

I give you, the boxed set content.


This looks like... An absolutely astounding amount of terrain.

Blood Angels, Custodes, Tzeentch, Alpha Legion, Astra Militarum, Deathwatch, Thousand Sons, Imperial Knights, Tau, Genestealer Cult.

I have a problem.

Being contrary for the sake of being contrary doesn't make you unique, it makes you annoying.

 Purifier wrote:
Using your rules isn't being a dick.
 
   
Made in us
Omnipotent Lord of Change





Albany, NY

So I really don't like the folded battlefield 'mat' in there (because it's a folded piece of creased whatever), thoughts on 22x30 mats? I have a suspicion somebody's going to make some, but so far have just found 30x30 ones. I'd be happy to plop for a little neoprene KT mat when able, could do vinyl as needed (have many 36x36 for MFX).

*makes a note to drop FLG a line*

Barring a mat in the proper size, is the answer just masking tap on a table / larger mat? 22x30 is small enough I wonder about cutting a frame to those specs, then could just use any of my larger mats ...

EDIT
Spoiler:
Well now:
- Salvage

This message was edited 3 times. Last update was at 2018/07/16 20:45:09


KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Longtime Dakkanaut





 Kennizard wrote:
I mean if you were looking to check out a new game and you saw the product line was like a half dozen $80 boxes of walls and cranes but only a couple of miniatures would you jump in?
Absolutely. Skirmish games need terrain. They need cover, blocking terrain, multiple levels, catwalks, and all sorts of stuff like that. I think bundling terrain with the miniatures is the smartest thing you can do - I wouldn't have started playing Infinity without the paper terrain in the two player box sets.
   
Made in fi
Courageous Space Marine Captain






I really wish they'd sell individual Realm of Battle tiles.

   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Boss Salvage wrote:
So I really don't like the folded battlefield 'mat' in there (because it's a folded piece of creased whatever), thoughts on 22x30 mats? I have a suspicion somebody's going to make some, but so far have just found 30x30 ones. I'd be happy to plop for a little neoprene KT mat when able, could do vinyl as needed (have many 36x36 for MFX).

*makes a note to drop FLG a line*

Barring a mat in the proper size, is the answer just masking tap on a table / larger mat? 22x30 is small enough I wonder about cutting a frame to those specs, then could just use any of my larger mats ...

EDIT
Spoiler:
Well now:
- Salvage

It's not a mat.

Spoiler:


Both the boxed game and the expansion set have the same material.
   
Made in gb
Sadistic Inquisitorial Excruciator






 Boss Salvage wrote:
So I really don't like the folded battlefield 'mat' in there (because it's a folded piece of creased whatever), thoughts on 22x30 mats? I have a suspicion somebody's going to make some, but so far have just found 30x30 ones. I'd be happy to plop for a little neoprene KT mat when able, could do vinyl as needed (have many 36x36 for MFX).

*makes a note to drop FLG a line*

Barring a mat in the proper size, is the answer just masking tap on a table / larger mat? 22x30 is small enough I wonder about cutting a frame to those specs, then could just use any of my larger mats ...

EDIT
Spoiler:
Well now:
- Salvage


I just don’t get why some people are getting so hung up on the size of the playing area. It comes with a 22x30 inch card surface, but that doesn’t mean it has to be played on a board of exactly those dimensions. They’ve already said it can be played on a single realm of battle tile (24x24 inch).
   
Made in gb
Fixture of Dakka






The mat is the size it is (22" x 30" because that's about twice the size of the box (11.5" x 17").

And yes, it really doesn't matter. Use a 2' x'2' mat, or whatever you have that's close enough.
   
Made in gb
Leader of the Sept







Ooh. Generated backgrounds... now where did I put the Macho Women with Guns RPG generator tables...

Ah yes. Here it is. Page 14 of the pdf...

https://www.google.co.uk/url?sa=t&source=web&rct=j&url=https://rpg.rem.uz/BTRC/Macho%2520Women%2520With%2520Guns/Macho%2520Women%2520With%2520Guns%2520-%2520Batwinged%2520Bimbos%2520from%2520Hell.pdf&ved=2ahUKEwizy77Py6TcAhWOZ1AKHbslAOwQFjAKegQIBBAB&usg=AOvVaw1kNbkEStviMmvh9yEZNH77

Grade School Bassalopes on Drugs.

Feral Englishmen with diplomatic immunity.

Mutant Engineers with pointy things, possibly from Sirius

I love those tables...


Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
Made in fr
Hallowed Canoness





 Nostromodamus wrote:
Is anyone really going to tell someone they have to roll up their army fluff before the game?

Yeah it's okay, it's not like the old warlord traits, or random psychic powers!

 Flinty wrote:
Ooh. Generated backgrounds... now where did I put the Macho Women with Guns RPG generator tables...

Speaking of character generation tables, we do not talk of the tables from F.A.T.A.L. though. WE DO NOT!
Spoiler:
ESPECIALLY WE DO NOT TALK OF PAGES 50-52 EVER! WE JUST DON'T!

"Our fantasy settings are grim and dark, but that is not a reflection of who we are or how we feel the real world should be. [...] We will continue to diversify the cast of characters we portray [...] so everyone can find representation and heroes they can relate to. [...] If [you don't feel the same way], you will not be missed"
https://twitter.com/WarComTeam/status/1268665798467432449/photo/1 
   
Made in us
Dakka Veteran




Spoiler:
frankelee wrote:
Blastaar wrote:
frankelee wrote:
Sad how GW is so far removed from having fluff and narrative in their games that players no longer know how to handle seeing it. These games have come a long way since the days when they were basically an extension of D&D where you fought a battle because that'd be cool.

It would be neat if the team lists include a few special/big options (like Necromunda/Mordheim or Blood Bowl did), but at the same time people need to try accepting this game on its own terms. There already is a game where you can use all your 40K models, it's called 40K. This is going to be different than that, and people who just take it as it is and give it a chance that way are probably going to have a much better time playing.


Right? Instead of creating a gameplay experience that allows you to tell the story of the game, and brings all its various elements to life, they are once again tacking on extra things- in this case to make the game "narrative"- without designing it to be so from the ground-up or top-down in the first place. Mandating players to name their KTs does not make the game more narrative. Detailed rules, including but by no means limited to customizing your team members with interesting options, is how you make a narrative game.


Hmmm, crunchy weapons rules are really just used by min-maxers to play competitively, they don't make the story more narrative. As a veteran roleplayer who is really into narrative games, I can definitively say the trend in narrative roleplaying games has been to move severely away crunchy rules or simulation.


Yes, the trend has been towards extreme simplification. I doubt this has much to do with narrative/storytelling/roleplaying so much as the fact that simple games just take less effort to play, and people currently are inclined to partake in more passive forms of entertainment and recreation. I'm in a 5th Ed. campaign at the moment, and I cannot say that 5th is more immersive than 2nd or 3.5 in terms of what I can do as my character within the game, or what kind of a character I can create. 5th often seems more like a conversation where once in a while you might roll a die, and less an actual game.


If they really want to make it more narrative, they should try to generalize equipment and weapons more than it looks like they are, it's much, much more narrative to imagine how your squad is equipped, and perhaps have a few vague bonuses for some of that equipment than it is to have everything gamified and strictly enforced with rules.


Sure, I can imagine Novitiate Zachariah the scout is carrying a heavy flamer for this mission- but if he can't use it in-game it's pointless. If a game heavily restricts me from doing what I imagine, it is not narrative. Shallow rulesets prevent you from telling stories, because the fewer the rules and mechanics, the less you can do in the game.

Also I noticed somebody earlier mentioned that pre-gen tables are exactly the opposite of what roleplayers want, I can speak for all long-time roleplayers when I say our libraries are filled with books containing pre-gen tables. The argument back and forth on here is all wrong, it's not whether or not RPGers like them---When roleplayers get a book it's like buying a toolbox, and then you take it home and you're completely in charge and on your own. Many 40K players get a rulebook and feel as if they're being handed Hammurabi's Code of Miniature Gaming, which tells you when, where, and how you will use your miniatures in order to play toy soldiers, and how many eyes you are to lose for each infraction.


Do not assume that everyone has the exact same environment and circumstances to play in that you do. Making it up may work for a group that agrees on everything, all the time, but if you rely on pick-up games, or play in any kind of organized event, or your group just doesn't accept everyone's made-up rules, that doesn't work. This is why rules exist in the first place- so that everyone is on the same page, and instead of being expected to create en entire ruleset themselves, they can just play.

If anybody wants to actually get into narrative gaming you need to let go of crunchy rules, trying to win, "squad building", and being worried about what the book says you can and can't do. Otherwise, you're not really into narrative gaming, you're into winner-take-all, competitive story-mode.


What exactly is the definition of "narrative gaming" that you are using, if "competitive story-mode" doesn't qualify? A story is a narrative.
   
Made in nl
Stone Bonkers Fabricator General




We'll find out soon enough eh.

frankelee wrote:
Blastaar wrote:
frankelee wrote:
Sad how GW is so far removed from having fluff and narrative in their games that players no longer know how to handle seeing it. These games have come a long way since the days when they were basically an extension of D&D where you fought a battle because that'd be cool.

It would be neat if the team lists include a few special/big options (like Necromunda/Mordheim or Blood Bowl did), but at the same time people need to try accepting this game on its own terms. There already is a game where you can use all your 40K models, it's called 40K. This is going to be different than that, and people who just take it as it is and give it a chance that way are probably going to have a much better time playing.


Right? Instead of creating a gameplay experience that allows you to tell the story of the game, and brings all its various elements to life, they are once again tacking on extra things- in this case to make the game "narrative"- without designing it to be so from the ground-up or top-down in the first place. Mandating players to name their KTs does not make the game more narrative. Detailed rules, including but by no means limited to customizing your team members with interesting options, is how you make a narrative game.


Hmmm, crunchy weapons rules are really just used by min-maxers to play competitively, they don't make the story more narrative. As a veteran roleplayer who is really into narrative games, I can definitively say the trend in narrative roleplaying games has been to move severely away crunchy rules or simulation. If they really want to make it more narrative, they should try to generalize equipment and weapons more than it looks like they are, it's much, much more narrative to imagine how your squad is equipped, and perhaps have a few vague bonuses for some of that equipment than it is to have everything gamified and strictly enforced with rules.


There are a lot of "trends" right now towards simplicity, and not all of us welcome them. Crunchy rules absolutely do make the story more narrative because having rules is the whole point of a roleplaying game, and so the broader and more detailed the rules are the broader and more detailed your narrative can be. If you have fun with the whole "just like imagine everything braah" style, have at it, but that's improv acting not playing an RPG.

Also I noticed somebody earlier mentioned that pre-gen tables are exactly the opposite of what roleplayers want, I can speak for all long-time roleplayers when I say our libraries are filled with books containing pre-gen tables. The argument back and forth on here is all wrong, it's not whether or not RPGers like them---When roleplayers get a book it's like buying a toolbox, and then you take it home and you're completely in charge and on your own. Many 40K players get a rulebook and feel as if they're being handed Hammurabi's Code of Miniature Gaming, which tells you when, where, and how you will use your miniatures in order to play toy soldiers, and how many eyes you are to lose for each infraction.


We might own books with pregen tables in them, but a fair number of us never use them.

If anybody wants to actually get into narrative gaming you need to let go of crunchy rules, trying to win, "squad building", and being worried about what the book says you can and can't do. Otherwise, you're not really into narrative gaming, you're into winner-take-all, competitive story-mode.


And this kind of sentiment just biles ma pish. First, the rank hypocrisy of it - when it's convenient for the "rules are for rubes" brigade, everything is about choice, and being in control of your own experience, and what makes sense to you as a player maaaaan, but as soon as anyone dares to have a conception of narrative gameplay that doesn't focus exclusively on the narrative at the absolute expense of the gameplay, well they're just doing it wrong. Second, it's complete nonsense - again, narrative gaming. Games have rules, that's the whole point, they codify an experience within a framework that all the participants can learn and follow, and if you throw away crunchy rules, squad building, and what the book says you can and can't do then you're not narrative gaming at all, you're into playing make-believe. Which isn't to say that's somehow bad or wrong, unlike your lot I try not to judge people for how they choose to have fun, nor is it to say that the rules have to be treated as "Hammurabi's Code of Miniature Gaming", but it's not the One True Way of Narrative Gaming and the constant snobbery on display from folk who hold your view towards anyone who disagrees has become tiresome(it's also prevalent among the close-to-GW bigwigs in the INQ28 community, which is a double irony considering their "just pick what you like and roll a 4+ sometimes to see if an action succeeds, anything else is basically dirty WAAC trash" is the complete antithesis of the deep, crunchy ruleset from which the whole INQ28 community first came).

I need to acquire plastic Skavenslaves, can you help?
I have a blog now, evidently. Featuring the Alternative Mordheim Model Megalist.

"Your society's broken, so who should we blame? Should we blame the rich, powerful people who caused it? No, lets blame the people with no power and no money and those immigrants who don't even have the vote. Yea, it must be their fething fault." - Iain M Banks
-----
"The language of modern British politics is meant to sound benign. But words do not mean what they seem to mean. 'Reform' actually means 'cut' or 'end'. 'Flexibility' really means 'exploit'. 'Prudence' really means 'don't invest'. And 'efficient'? That means whatever you want it to mean, usually 'cut'. All really mean 'keep wages low for the masses, taxes low for the rich, profits high for the corporations, and accept the decline in public services and amenities this will cause'." - Robin McAlpine from Common Weal 
   
Made in at
Boom! Leman Russ Commander





UK

 Crimson wrote:
I really wish they'd sell individual Realm of Battle tiles.



For the last couple of years, the UK stores have started selling individual tiles for a limited time from the day GW start announcing the Armies on Parade competition.

I have no idea of that policy extends to other countries.

   
Made in au
Speed Drybrushing





Newcastle NSW

Have we got a price on the Killteam carry case yet?

Not a GW apologist  
   
Made in us
Cultist of Nurgle with Open Sores




Birmingham, UK

 Rolsheen wrote:
Have we got a price on the Killteam carry case yet?


£20 RRP from way back in the thread. Not sure what that translates to elsewhere with GW's pricing brackets.
   
 
Forum Index » News & Rumors
Go to: