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![[Post New]](/s/i/i.gif) 2014/07/31 10:41:24
Subject: Sanctus Reach, how are you liking the fluff?
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Stabbin' Skarboy
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I had picked up the Red Waaagh a couple of weeks back and recently finished reading the Stormclaw starter kits fluff.
I really enjoyed the Red Waaagh. It gave a pretty good perspective of the three factions. Imperial Knights, Imperial Guard, and Orks. The only bit of fluff I didn't understand was how one Shokk attack gun disabled a single Imperial Knight which in turn blocked the path the Knights were using. It was already said that the path was high above waters. Why wouldn't the knights simply knock their disabled/dead comrade into the waters?
The only issue I had with the Stormclaw set was it brought back Grukk to put him against the Space Wolves only for them to face off in an epic battle against each other and then they are teleported away from each other so no one dies. I know this is just a way to drag the story on, hopefully it will have a satisfying conclusion. The ending screamed that the writer did not want to "kill his babies"
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![[Post New]](/s/i/i.gif) 2014/07/31 23:07:22
Subject: Sanctus Reach, how are you liking the fluff?
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Three Color Minimum
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The ending of Stormclaw bothered me aswell,the only reason Grey Knights can survive teleporting with Power Armo(u)r is that they have such anti demon training,wouldn't the wolf be torn apart by daemons asap?
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![[Post New]](/s/i/i.gif) 2014/07/31 23:16:37
Subject: Sanctus Reach, how are you liking the fluff?
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Fixture of Dakka
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Well no. If what you say was true then Orks couldn't teleport ever. Power Armour is fine for teleporting. The only reason Terminators are used is because TDA gives the best chance.
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tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
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![[Post New]](/s/i/i.gif) 2014/07/31 23:24:36
Subject: Sanctus Reach, how are you liking the fluff?
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Leaping Khawarij
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Jinx Magiga wrote:The ending of Stormclaw bothered me aswell,the only reason Grey Knights can survive teleporting with Power Armo(u)r is that they have such anti demon training,wouldn't the wolf be torn apart by daemons asap?
Terminator armor acts like a personal gellar field for the Space Marine using it but even though it provides protection, it isn't needed for travel through the warp, just lessens the chances of something bad happening to the user. Ships have traveled through the warp without a gellar field and made but have damage or things can go completely wrong, same concept here so they can do it but choose not to because the risk involved. GKs due to their psychic training generate their personal gellar field at all times and therefore risk teleporting in regular power armor.
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![[Post New]](/s/i/i.gif) 2014/08/01 01:56:54
Subject: Sanctus Reach, how are you liking the fluff?
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Stabbin' Skarboy
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Ork tech of works. That is all.
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![[Post New]](/s/i/i.gif) 2014/08/01 02:20:17
Subject: Sanctus Reach, how are you liking the fluff?
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Angry Blood Angel Assault marine
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I love the whole Sanctus Reach Campaign, so impress with GW introducing a whole new campaign built for 40k (not apoc) I almost purchased everything relating to it.
I got the Red Waaagh!, Stormclaw, White Drawf for Stormclaw, the Evil Sun Raising ebook, as well as all the suppliment ebooks and audiobooks for the Sancus Reach campaign.
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![[Post New]](/s/i/i.gif) 2014/08/01 02:48:25
Subject: Sanctus Reach, how are you liking the fluff?
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Dakka Veteran
South Portsmouth, KY USA
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DontEatRawHagis wrote:I had picked up the Red Waaagh a couple of weeks back and recently finished reading the Stormclaw starter kits fluff.
I really enjoyed the Red Waaagh. It gave a pretty good perspective of the three factions. Imperial Knights, Imperial Guard, and Orks. The only bit of fluff I didn't understand was how one Shokk attack gun disabled a single Imperial Knight which in turn blocked the path the Knights were using. It was already said that the path was high above waters. Why wouldn't the knights simply knock their disabled/dead comrade into the waters?
The only issue I had with the Stormclaw set was it brought back Grukk to put him against the Space Wolves only for them to face off in an epic battle against each other and then they are teleported away from each other so no one dies. I know this is just a way to drag the story on, hopefully it will have a satisfying conclusion. The ending screamed that the writer did not want to "kill his babies"
Probably not, "not wanting to "kill his babies"", but rather to act as a jumping off point for the tabletop game.
It leaves an open end for you to play out further conflict between these two forces. Dare I say (ugh, can't believe it) it leaves you free to "forge the narrative"!
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Armies: Space Marines, IG, Tyranids, Eldar, Necrons, Orks, Dark Eldar.
I am the best 40k player in my town, I always win! Of course, I am the only player of 40k in my town.
Check out my friends over at Sea Dog Game Studios, they always have something cooking: http://www.sailpowergame.com. Or if age of sail isn't your thing check out the rapid fire sci-fi action of Techcommander http://www.techcommandergame.com
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![[Post New]](/s/i/i.gif) 2014/08/01 13:44:16
Subject: Sanctus Reach, how are you liking the fluff?
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Stabbin' Skarboy
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xraytango wrote:DontEatRawHagis wrote:I had picked up the Red Waaagh a couple of weeks back and recently finished reading the Stormclaw starter kits fluff.
I really enjoyed the Red Waaagh. It gave a pretty good perspective of the three factions. Imperial Knights, Imperial Guard, and Orks. The only bit of fluff I didn't understand was how one Shokk attack gun disabled a single Imperial Knight which in turn blocked the path the Knights were using. It was already said that the path was high above waters. Why wouldn't the knights simply knock their disabled/dead comrade into the waters?
The only issue I had with the Stormclaw set was it brought back Grukk to put him against the Space Wolves only for them to face off in an epic battle against each other and then they are teleported away from each other so no one dies. I know this is just a way to drag the story on, hopefully it will have a satisfying conclusion. The ending screamed that the writer did not want to "kill his babies"
Probably not, "not wanting to "kill his babies"", but rather to act as a jumping off point for the tabletop game.
It leaves an open end for you to play out further conflict between these two forces. Dare I say (ugh, can't believe it) it leaves you free to "forge the narrative"!
It's fun reading some of the older codex, such as Sisters of Battle where if think Jacobus was killed but he is a HQ choice still.
I like the fact that we have unnamed HQs to use as characters. Unlike other Wargames that have only named HQs I like 40k for having my own Warboss.
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