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Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 aka_mythos wrote:
I am curious to see how these squads are balanced.


You think they'll be balanced?

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

 
   
Made in us
Regular Dakkanaut






This is the first thing to come out of GW in the last couple years that's really interested me. Not the boxset set though, the figures are old and ugly, would've liked Genestealer Cult or Chaos cultists. The scenery piece doesn't look very suitable for a Necromunda rule set, how are meant to get up the incredably tall ladders?

Hopefully this will have a separate rules or I'll just buy them off Ebay.

As for balancing various squads, using the old 2nd ed points calculator I estimate the Ork roster sheet is around 1200 points, a boost from the 1000 credits in Necromunda maybe.
This would make a Chaos marine squad that numbers 4 models.
So maybe you don't max out squads at the beginning, but can recruit more later on.
   
Made in us
Veteran Inquisitor with Xenos Alliances






 H.B.M.C. wrote:
 aka_mythos wrote:
I am curious to see how these squads are balanced.


You think they'll be balanced?
I didn't say that. There is a difference between asking what is the mechanistic means of balance and the actual qualitative success of it. Whether it's points, pre-prescribed units or unit composition, or something else... not whether it achieves the virtue of being balanced.
   
Made in nl
Speedy Swiftclaw Biker





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


Yeah I remember this f rom 2nd edition and Necromunda. I've always wondered what the use of more attacks was; because as long as you had a single 6, any additional attacks were as much as a risk as a boon (chance to roll a 6 is equal to rolling a 1). To me it felt weird that extra attacks could be as much a liability as a boon.

Can anyone enlighten me? Surely my 12 year old self must have missed something concerning these rules.
   
Made in gb
Member of a Lodge? I Can't Say





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


I've been questioning that since I saw the moritat model.
   
Made in gb
Longtime Dakkanaut




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


Yeah I remember this f rom 2nd edition and Necromunda. I've always wondered what the use of more attacks was; because as long as you had a single 6, any additional attacks were as much as a risk as a boon (chance to roll a 6 is equal to rolling a 1). To me it felt weird that extra attacks could be as much a liability as a boon.

Can anyone enlighten me? Surely my 12 year old self must have missed something concerning these rules.


If you actually analyse it, more attacks are always beneficial. Probably not the place to go down the maths rabbit hole
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

 Dravis wrote:
...would've liked Genestealer Cult or Chaos cultists.


Why not both?

Can you imagine if this box had 10 Chaos Cultists vs 10 Genestealer Cultists? All vying to be the most culty cult that ever did cult!!!

I'm Australian, so writing that last sentence correctly was challening.



This message was edited 2 times. Last update was at 2017/03/20 09:07:45


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

 
   
Made in gb
Ridin' on a Snotling Pump Wagon






Then I'd just field a Cult Mechanicus and teach them who's the biggest cult round here


Automatically Appended Next Post:
Milkshaker wrote:
 JohnnyHell wrote:
Not new, any 6 added +1 to your Combat Score. Any opponent's 1s added +1 to yours too (Fumble rule).


Yeah I remember this f rom 2nd edition and Necromunda. I've always wondered what the use of more attacks was; because as long as you had a single 6, any additional attacks were as much as a risk as a boon (chance to roll a 6 is equal to rolling a 1). To me it felt weird that extra attacks could be as much a liability as a boon.

Can anyone enlighten me? Surely my 12 year old self must have missed something concerning these rules.


If you've a single attack, your outcome is entirely on that single roll. Blob it, and it's 'goodbye head' o'clock. Multiple attacks mitigate that, as the chances of a truly disastrous round of combat are offset with each additional attack.

This message was edited 1 time. Last update was at 2017/03/20 08:38:18


   
Made in us
Regular Dakkanaut






Unfortunately they wouldn't make a box set without an imperial faction, cult vs cult would've been cool.
In total coincidence I just brought some Chaos Cultists off Ebay, I think my first GW purchase in 5 years.
   
Made in gb
Rampaging Reaver Titan Princeps





Warwickscire

 Mad Doc Grotsnik wrote:
Then I'd just field a Cult Mechanicus and teach them who's the biggest cult round here


With the multi-levels, the battle servitors may suffer a bit from Dalek Syndrome...
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Milkshaker wrote:
Yeah I remember this f rom 2nd edition and Necromunda. I've always wondered what the use of more attacks was; because as long as you had a single 6, any additional attacks were as much as a risk as a boon (chance to roll a 6 is equal to rolling a 1). To me it felt weird that extra attacks could be as much a liability as a boon.


Didn't fight many Genestealers, did you?

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

 
   
Made in gb
Mighty Vampire Count






UK

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
Stalker rounds have been a thing for a very long time

They do seem to using the base 40k stats still so Deathwatch Marines are S4, T4, etc - nice that Flash Gits get a Shank now.

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

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A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Well in Necromunda everyone got a knife, even if you gave them (and by 'them' I mean 'Juves') nothing at all, they still had a knife.

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

 
   
Made in gb
Ridin' on a Snotling Pump Wagon






 zedmeister wrote:
 Mad Doc Grotsnik wrote:
Then I'd just field a Cult Mechanicus and teach them who's the biggest cult round here


With the multi-levels, the battle servitors may suffer a bit from Dalek Syndrome...


I'd just shoot out the supports....

   
Made in au
Pustulating Plague Priest




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

Actually if the PC/console games have thought us anything most of the noise from bolter fire is the firer yelling for the emperor every shot.

There’s a difference between having a hobby and being a narcissist.  
   
Made in es
Brutal Black Orc




Barcelona, Spain

Joyboozer wrote:
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

Actually if the PC/console games have thought us anything most of the noise from bolter fire is the firer yelling for the emperor every shot.


So the silencer is a gag to make the space marine shut up?
   
Made in us
Regular Dakkanaut






Rather then a silencer just pretend the boltgun has been modified to take stalker rounds.

Thinking about it the SM scout sergeant had a silencer on his bolt pistol.
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Both the weapon and the rounds are specially modified to silence the twin thunderclap of a regular bolter shot.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
Made in fi
Locked in the Tower of Amareo





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


Yeah I remember this f rom 2nd edition and Necromunda. I've always wondered what the use of more attacks was; because as long as you had a single 6, any additional attacks were as much as a risk as a boon (chance to roll a 6 is equal to rolling a 1). To me it felt weird that extra attacks could be as much a liability as a boon.

Can anyone enlighten me? Surely my 12 year old self must have missed something concerning these rules.


More attacks=more likely to get the 6. After that the 6's and 1's basically cancel each other out so no matter how many dice you roll average is same.

More dices did give room for bigger swings though as you could get as while average between 12 attacks and 18 attacks would be same worst and best results were different.

Though not that many had tons of attacks anyway that it would REALLY become issue. Most annoying thing is that with 2 high-A guys basically there's little reason to roll even a dice.

Sweet spot I think is around 4 attacks. After that actual roll starts to lose meaning a lot. 1-2 attack and you have very high variance on your result.

This message was edited 1 time. Last update was at 2017/03/20 10:02:35


2024 painted/bought: 109/109 
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Also, after seeing the back of those what I at first thought were art cards, it saddens me that the Militarum Tempestus are not available as a faction on their own, but only as supporting characters.



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 BrookM wrote:
Also, after seeing the back of those what I at first thought were art cards, it saddens me that the Militarum Tempestus are not available as a faction on their own, but only as supporting characters.


They're not art cards? Shat are they? Have you seen the rules?
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Here we go:






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Made in us
Regular Dakkanaut






They do look like hired guns don't they.
I think Necromunda had an Ogryn bodyguard as a hired gun, so not much change there.
So that list of suggested retail boxs might not be just kill teams but also hired guns, maybe no squads of space marines.
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Only thing missing from these cards is a point cost, which makes me curious as to how one would go about using these in games.

Also, having dug out the "Silent" rule from the Necromunda book after a few folks going on and on about the silencer on the Stalker, it's something with no real impact on the game, aside from certain scenarios.



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Made in gb
Longtime Dakkanaut




Since it's specifically mentioning Orks for the Deathwatch guy, Do you think it's a starter specific thing (like the cards that come in the BB starter that don't have the full rules on)?
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Imperial Knight

Dunno, could be. I certainly hope so, as the chances of the store getting a competitive pack or whatever it is called is quite small.

I'm still waiting on word from my FLGS, who is expecting a mail from his GW rep either today or next week with what lies ahead. These usually also include helpful descriptions of what everything contains.



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Fiat justitia ruat caelum

 
   
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UK

 BrookM wrote:
Here we go:





Love the fact that the load out in the image of the Deathwatch marine is not actually possible and that they still don't get bolt pistols.

Maybe you deal out some special cards to each player as reinforcements or these are random enemies for solo play - wasn't there something like that in Outlander?

I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in gb
Longtime Dakkanaut






 Mr Morden wrote:
Love the fact that the load out in the image of the Deathwatch marine is not actually possible

Boltgun (with sight) and power sword.

Totally possible.
   
Made in gb
Fresh-Faced New User




Also, Bolt Pistols don't come with the DW sprue, so I'm assuming they're limited by that.

I just want to know if I'll be able to field a pack of Grey Hunters!
   
Made in nl
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Cozy cockpit of an Imperial Knight

Wolf Scouts maybe, but a pack of Grey Hunters may be OP.



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