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Made in us
Longtime Dakkanaut




 hotsauceman1 wrote:
Where is the news for this new AOS starter?


Here ya' go.

https://war-of-sigmar.herokuapp.com/bloggings/1795
   
Made in si
Foxy Wildborne







NivlacSupreme wrote:
I'm going to try out my DE.

Armageddon Sirens? Is that a stupid name?


Not stupid at all, but it also doesn't really flow nicely off the tongue. Try alliteration. Like... Hive Spire Sirens?

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
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Regular Dakkanaut





If the rules are going to be based on Necromunda (which I've never played), does anyone know if the weapon profiles are likely to be included in the rulebook? That's something that irritated me about the recent Kill Team release, that you still needed the codex to field your squad - it stopped me branching out into other factions I wouldn't normally try, because I didn't feel like shelling out the extra £30 for the army book.
   
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Cozy cockpit of an Archer ARC-5S

It will no doubt include weapon profiles, as these are different from 40k.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in gb
Gore-Drenched Khorne Chaos Lord




richstrach wrote:
If the rules are going to be based on Necromunda (which I've never played), does anyone know if the weapon profiles are likely to be included in the rulebook? That's something that irritated me about the recent Kill Team release, that you still needed the codex to field your squad - it stopped me branching out into other factions I wouldn't normally try, because I didn't feel like shelling out the extra £30 for the army book.


There's an image of an Ork Klaw being +3 strength, d3 wounds and -3 saves which is totally different to 40k rules, so must be included in the box.
   
Made in de
Longtime Dakkanaut





Dudeface wrote:
richstrach wrote:
If the rules are going to be based on Necromunda (which I've never played), does anyone know if the weapon profiles are likely to be included in the rulebook? That's something that irritated me about the recent Kill Team release, that you still needed the codex to field your squad - it stopped me branching out into other factions I wouldn't normally try, because I didn't feel like shelling out the extra £30 for the army book.


There's an image of an Ork Klaw being +3 strength, d3 wounds and -3 saves which is totally different to 40k rules, so must be included in the box.


I wonder if they'll make it D3 mortal wounds in the 8th edition codex, needs a buff

Looking for a Skaven Doomwheel banner to repair my Nurgle knights.  
   
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Regular Dakkanaut






I wonder if they will have all the rules for the basics then release expansions in the sense of Bloodbowl season books.

 Coenus Scaldingus wrote:
In my day, you didn't recognize the greatest heroes of humanity because they had to ride the biggest creatures or be massive in size themselves. No, they had the most magnificent facial hair! If it was good enough for Kurt Helborg and Ludwig Schwarzhelm, it should be good enough for anyone!
 
   
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Decrepit Dakkanaut






Cozy cockpit of an Archer ARC-5S

New warzones would be neat, or will they go off the deep end like they did with Necromunda and introduce vehicles as well?



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Fiat justitia ruat caelum

 
   
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Regular Dakkanaut






Vehicles would be sweet. I am sure someone was mentioning rumours new Ork buggies? Would fit perfectly.

This message was edited 1 time. Last update was at 2017/03/19 12:46:01


 Coenus Scaldingus wrote:
In my day, you didn't recognize the greatest heroes of humanity because they had to ride the biggest creatures or be massive in size themselves. No, they had the most magnificent facial hair! If it was good enough for Kurt Helborg and Ludwig Schwarzhelm, it should be good enough for anyone!
 
   
Made in gb
Regular Dakkanaut



UK

Vehicles (Kill Team level vehicles like bikes, trucks, rhinos, sentinels, killa kans) would be a nice addition but would need heavy balancing.

It would also inevitably lead to Gorkamorka.

Check out my youtube channel at www.youtube.com/channel/UCc8CECcBOeCO-srhlUwf_lQ 
   
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Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Ben2 wrote:
It would also inevitably lead to Gorkamorka.


Strange you should mention that. The Ash Waste Nomad rules, the ones that gave us the Necromunda vehicle rules, were the same as the one's in Gorkamorka. I think they might've been a test for the eventual Gorkamorka rules.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
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Dakka Veteran





Ben2 wrote:
It would also inevitably lead to Gorkamorka.


You make that sound like a bad thing.
   
Made in pl
Wicked Warp Spider





 H.B.M.C. wrote:
Ben2 wrote:
It would also inevitably lead to Gorkamorka.


Strange you should mention that. The Ash Waste Nomad rules, the ones that gave us the Necromunda vehicle rules, were the same as the one's in Gorkamorka. I think they might've been a test for the eventual Gorkamorka rules.


When even basic 2nd ed/Necromunda rules will be a shock to most post-3rd era players, I can't really imagine how overwhelming Ash Nomads/Gorkamorka vechicle rules would be... Just for starters: a simple fact, that bikes are vechcles and you can disembark your rider...
   
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I thought Ash Waste Nomads came after Gorkamorka?

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Fixture of Dakka





West Michigan, deep in Whitebread, USA

They did. I have both games an they ported the rules over.

This message was edited 1 time. Last update was at 2017/03/19 14:26:08




"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."  
   
Made in us
Evasive Eshin Assassin






It would be funny if they use this game to reintroduce different move stats and hit/wound modifiers and then 8th comes around and we're back a couple of editions before they removed them
   
Made in pl
Wicked Warp Spider





Sorry for BOLS link, but I don't see it posted here:

http://pro.bols.netdna-cdn.com/wp-content/uploads/2017/03/Shadow-War-Cards-1.jpg

Yet another hint, that Shadow War uses unmodified HtH system. And injury rolls are also there!
   
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Ridin' on a Snotling Pump Wagon






Is it just hazy memory, or are Critical Wounds new to Necromunda?

I remember having them in Mordheim, but not Necromunda?

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

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Cardiff

Not new, any 6 added +1 to your Combat Score. Any opponent's 1s added +1 to yours too (Fumble rule).

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
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I was thinking Critical Wounds. That'll learn me to actually properly read!

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nou wrote:
Sorry for BOLS link, but I don't see it posted here:

http://pro.bols.netdna-cdn.com/wp-content/uploads/2017/03/Shadow-War-Cards-1.jpg

Yet another hint, that Shadow War uses unmodified HtH system. And injury rolls are also there!


Really interested to see how this game handles these more "elite" forces. The 2nd article on Warhammer community listed quite a range of units that were usable in game.
   
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Can somebody upload the content so I don't have to go to that cesspool?
   
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Wicked Warp Spider





 Mad Doc Grotsnik wrote:
Is it just hazy memory, or are Critical Wounds new to Necromunda?

I remember having them in Mordheim, but not Necromunda?


Injuries: "Flesh Wound", "Down" and "Out of Action" are basic rules in Necromunda, as are Critical Hits in HtH.
   
Made in us
Nurgle Chosen Marine on a Palanquin





"silencer for his bolt gun"... How do you silence rocket powered rounds. Most of the noise happens AFTER the round leaves the barrel.

T
   
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Ruthless Interrogator







 Mr_Rose wrote:
I'd like to see a version of Necromunda where the setting was re-framed a little to make the hangers more like civilians with whatever guns they could get than paramilitary squads.
Like gangers starting with twos instead of threes, juves with WS1 and so on, plus make las-weapons and other Imperial high tech rare. Not "working bionics" or arcaeotech rare, but still something you can't just go out and buy at war-mart.
Stuff like that.


What you are describing here is called playing a Scavvy gang.

You can never beat your first time. The second generation is shinier, stronger, faster and superior in every regard save one, and it's an unfair criticism to level, but it simply can't be as original. - Andy Chambers, on the evolution of Games Workshop games
 
   
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Regular Dakkanaut






Was not there a skill or a weapon which caused effectively critical wounds, something like a 6 to wound caused an automatic out of action rather than take a save or roll an injury? I have vague feelings it might have been from the skill set of the later editions. As for equipment, could have been something scavvy or ash wastes, a poison blade or something like that? Anyway, I might be mis-remembering.

 Coenus Scaldingus wrote:
In my day, you didn't recognize the greatest heroes of humanity because they had to ride the biggest creatures or be massive in size themselves. No, they had the most magnificent facial hair! If it was good enough for Kurt Helborg and Ludwig Schwarzhelm, it should be good enough for anyone!
 
   
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Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

High Impact was the rule, for weapons S7 and above I believe. Basically they took you out of action on a 5+ rather than a 6 IIRC.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
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Fixture of Dakka






In 2nd edition and Necromunda, a roll of a natural 6 on any of your Attack Dice was a Critical Hit; any sixes after the first added +1 to your total.

The opposite was a Fumble; every natural 1 gave the enemy +1 to their total.
   
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Fort Wayne, IN, USA

Ben2 wrote:
Vehicles (Kill Team level vehicles like bikes, trucks, rhinos, sentinels, killa kans) would be a nice addition but would need heavy balancing.

It would also inevitably lead to Gorkamorka.


This message was edited 1 time. Last update was at 2017/03/20 02:39:51


Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

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I need this, all of this in my life.

I am curious to see how these squads are balanced. Some of these units are at their bare bone more expensive than some of these others when maxed out... in 40k atleast.

timd wrote:
"silencer for his bolt gun"... How do you silence rocket powered rounds. Most of the noise happens AFTER the round leaves the barrel.

T
For bolters to work at short ranges there must be some sort of higher initial acceleration while in the bolter's barrel... that means pressure and that means noise. A silencer would still be beneficial.

This message was edited 2 times. Last update was at 2017/03/20 04:47:24


 
   
 
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