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Made in us
Shadowy Grot Kommittee Memba






 Tsol wrote:
Gosh Darnit why have the rules not been posted!? I had to work today and couldn't wait outside my local GW to nab one. Heck, I even called on my lunch to see if one could be set aside, be he told me they sold out as there was 7 people lined up before opening to buy the darn things.

The first thing I was going to do with my is take pictures of the rulebook and put them up on 4chan, BOLS and here. Yet no one has done it*. What's the hold up? Its not violating anything as GW has stated on their website they're going to put up the rules in about a week or so.

*Still looking, may have missed it.


Get Necromunda 2nd Ed Rulebook

Read up on the 3-4 rules changes between that and SWA

????

Profit.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in fi
Fresh-Faced New User




I have played a lot of Necromunda and now a couple of SWA games. Rules work generally well, but there seem to be some problems as written.

* Red-dot laser sight gives a 6+ invulnerable save, and in SWA you can only roll armor save or invulnerable save. This of course makes red-dot must have for everyone as it usually just gives +1 to hit. We played it like in Necro, it's an extra save.

* Plasma weapons don't seem to have any drawbacks on full power, only double ones in ammo roll does something bad (0,46% chance).

* Some results in Hunt in Prometheum Sprawl are way too common as both players roll it.

* Injury table is a joke, you get bonuses half of the time from it.

Of course we can just use the Necromunda rules and patch this thing up. But it's a shame that you have to do something like that to get a working game.
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Well the red dot rule is kinda stupid, considering red dot sights don't put little lasers on their targets, nor would the laser be really obvious.

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in au
Infiltrating Broodlord





Turmo wrote:
I have played a lot of Necromunda and now a couple of SWA games. Rules work generally well, but there seem to be some problems as written.

* Red-dot laser sight gives a 6+ invulnerable save, and in SWA you can only roll armor save or invulnerable save. This of course makes red-dot must have for everyone as it usually just gives +1 to hit. We played it like in Necro, it's an extra save.

* Plasma weapons don't seem to have any drawbacks on full power, only double ones in ammo roll does something bad (0,46% chance).

* Some results in Hunt in Prometheum Sprawl are way too common as both players roll it.

* Injury table is a joke, you get bonuses half of the time from it.

Of course we can just use the Necromunda rules and patch this thing up. But it's a shame that you have to do something like that to get a working game.


yeah fair enough on the red sight giving an extra save.. but with the amount of higher saves in this incarnation.. I think a extra save can be a bit much for when you managed to hurt that CSM

The Injury table is small for two reasons... 1 'Streamlines' the game, 2 they removed all the long term neg stats and once you do that from the Necro table there isn't a lot left so I think the 6 works fine..
   
Made in us
Posts with Authority





My assessment of this, after playing 2-3 dry runs.

1- The whole rule about not being able to spend more than 100 points on a new member of the unit is dumb- because of this, Grey Knights can't put another member of their squad into their team. We got around this by dictating that if you burn a Promethium cache for the extra 100, you can buy someone that costs more than 100 points.

2- Quite a few of the rules need to be clarified, and I hope the next rulebook is more clear. Especially things like the HVT mission where you must designate a member of the enemy team, but you can't do this without letting your enemy know. (We got around this by letting people know if you drew this mission, you had to nominate the HVT, whether it was the objective or not). Also, only Orks and Space Marine scouts have 'caps' on the number of people that can be on their kill-team- I see nothing for Chaos Marines on this.

3- The terrain is very cool, but you are gonna want a lot more. A LOT more. If this is anything like Necromunda, you will want to make it damned near claustrophobic. Without a good chunk of cover to move around, your dudes are going to get splattered.

4- Seems like the Imperial Guard is OP. The handful of guard players we have aren't really much in the way of 'elite' players, but they managed to dominate the board pretty quickly. Plus, I kind of draw the line at a regular lasgun shot knocking down a Space Marine (or an autopistol, for that matter).

5- It IS a lot of fun, and it gets pretty hot pretty quick. You have to be cunning and dirty. I really love playing the game.

 Bobthehero wrote:
Well the red dot rule is kinda stupid, considering red dot sights don't put little lasers on their targets, nor would the laser be really obvious.


Yeah, if it were a floating red dot sight- that's what it'd do. If it's an actual laser- then I'd say it should only grant this bonus at close range and only then offer that bonus to the target.

Mob Rule is not a rule. 
   
Made in au
Infiltrating Broodlord





 Adeptus Doritos wrote:

1- The whole rule about not being able to spend more than 100 points on a new member of the unit is dumb- because of this, Grey Knights can't put another member of their squad into their team. We got around this by dictating that if you burn a Promethium cache for the extra 100, you can buy someone that costs more than 100 points.

2- Quite a few of the rules need to be clarified, and I hope the next rulebook is more clear. Especially things like the HVT mission where you must designate a member of the enemy team, but you can't do this without letting your enemy know. (We got around this by letting people know if you drew this mission, you had to nominate the HVT, whether it was the objective or not). Also, only Orks and Space Marine scouts have 'caps' on the number of people that can be on their kill-team- I see nothing for Chaos Marines on this.

3- The terrain is very cool, but you are gonna want a lot more. A LOT more. If this is anything like Necromunda, you will want to make it damned near claustrophobic. Without a good chunk of cover to move around, your dudes are going to get splattered.

4- Seems like the Imperial Guard is OP. The handful of guard players we have aren't really much in the way of 'elite' players, but they managed to dominate the board pretty quickly. Plus, I kind of draw the line at a regular lasgun shot knocking down a Space Marine (or an autopistol, for that matter).

5- It IS a lot of fun, and it gets pretty hot pretty quick. You have to be cunning and dirty. I really love playing the game.

 Bobthehero wrote:
Well the red dot rule is kinda stupid, considering red dot sights don't put little lasers on their targets, nor would the laser be really obvious.


Yeah, if it were a floating red dot sight- that's what it'd do. If it's an actual laser- then I'd say it should only grant this bonus at close range and only then offer that bonus to the target.


So..

1. That is the risk you run by having stronger guys like Grey Knights, Also note you can dump more than 1 Cache into recruitment.. i.e. running Warriors you have 3 duders win first game, get a lucky and 4 Caches.. dump them all be at max unit size for rest of the campaign (on the basis no one dies)

2. This is also partly why you are meant to name your duders, then you can write down on a piece of paper the duder you wanted to target

3. Yes that is true.. do remember the Necro box didn't come with enough on its own as well

4. Not really.. they are weak and break easily. They do have the number advantage though.



But yes Red Dot Sight is poorly named.. but it is actually a laser sight, the idea of the save is that the target noticed the Red Dot at the last moment and ducks

This message was edited 2 times. Last update was at 2017/04/12 02:08:38


 
   
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Posts with Authority





GodDamUser wrote:
1. That is the risk you run by having stronger guys like Grey Knights, Also not you can dump more than 1 Cache into recruitment.. i.e. running Warriors you have 3 duders win first game, get a lucky and 4 Caches.. dump them all be at max unit size for rest of the campaign (on the basis no one dies)


Yeah, sorry this is dumb.

Miniwargaming even gamed around this. Because of this rule, Scouts are just going to dominate the campaigns. More GW Space Marine fanboyism.

There IS a way for you to get 150 points to spend at a time, but it's 'random'.

Either way, I stacked my list with 5 Legionnaires for the campaign's first game. Just in case someone whines.

This message was edited 1 time. Last update was at 2017/04/12 02:13:08


Mob Rule is not a rule. 
   
Made in au
Infiltrating Broodlord





 Adeptus Doritos wrote:

Yeah, sorry this is dumb.

Miniwargaming even gamed around this. Because of this rule, Scouts are just going to dominate the campaigns. More GW Space Marine fanboyism.

There IS a way for you to get 150 points to spend at a time, but it's 'random'.

Either way, I stacked my list with 5 Legionnaires for the campaign's first game. Just in case someone whines.


I meant to say 'Note' not 'Not' before and edited but obviously not before you saw it.

But in the Campaign at my flgs there was 1 person running Scouts out of 12 people

it was actually a decent mix going on

   
Made in us
Savage Khorne Berserker Biker





Fugly looking models may help keep the player count down for scouts.
   
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Posts with Authority





GodDamUser wrote:
I meant to say 'Note' not 'Not' before and edited but obviously not before you saw it.

But in the Campaign at my flgs there was 1 person running Scouts out of 12 people

it was actually a decent mix going on



Ah, yeah- I see that. I'm looking at page 115 in the rule book now. Basically you get your 'supply drop' of 100 points, your 'recruitment funds' of 100 points, and if you need to buy more stuff you burn a Promethium cache and you have 100 'bonus points'.

The other issue people are having is that you can't have a 'storage' for gear you're not fielding. We figured a way around this one- if you have a 'storage' for your gear, you go into the pot to be raided. Teams without a 'gear cache' can't be raided. We thought that would be a fun way to shake things up.

Edit: And our IG guys are laying waste to everything. TBH, I kind of wish they'd have taken the opportunity to make Scions a full-fledged troop type that you could use, and make lasguns and autoguns unable to knock certain units down.

 Wolf_in_Human_Shape wrote:
Fugly looking models may help keep the player count down for scouts.


LOL

Seriously, every scout looks like he's passing a kidney stone or passing a deuce in his fatigues.

I haven't messed with scout models for a bit- can you plop regular marine heads on them? If so, I think Black Templar scouts would look good with these dozens of Deathwatch hooded heads I've got.

This message was edited 2 times. Last update was at 2017/04/12 02:29:23


Mob Rule is not a rule. 
   
Made in au
Infiltrating Broodlord





 Adeptus Doritos wrote:

And our IG guys are laying waste to everything. TBH, I kind of wish they'd have taken the opportunity to make Scions a full-fledged troop type that you could use, and make lasguns and autoguns unable to knock certain units down.


I haven't messed with scout models for a bit- can you plop regular marine heads on them? If so, I think Black Templar scouts would look good with these dozens of Deathwatch hooded heads I've got.


What has he taken for his guard?


Also Yes you can on scouts and they look awesome.. know a guy who just got a 10th company army.. all with marines helments
   
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GodDamUser wrote:

What has he taken for his guard?


A couple of snipers (our boards tend to have a couple of good crows' nests) and a grenadier tends to be the majority of what I see.

One of our 'competitive' players tends to use the snipers and keep everything back and force you to come to him, by laying his entire squad in overwatch and refusing to move. On the missions where your objective is to drive off the other team, this is his preferred tactic.


Mob Rule is not a rule. 
   
Made in au
Infiltrating Broodlord





 Adeptus Doritos wrote:
GodDamUser wrote:

What has he taken for his guard?


A couple of snipers (our boards tend to have a couple of good crows' nests) and a grenadier tends to be the majority of what I see.

One of our 'competitive' players tends to use the snipers and keep everything back and force you to come to him, by laying his entire squad in overwatch and refusing to move. On the missions where your objective is to drive off the other team, this is his preferred tactic.



So sounds like you guys are not playing with enough terrain to start with.

But if they are grouped, just pop a duder to force ld checks fro his duders close by.. remember broken units count towards bottle numbers

What are you using for your list?
   
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Posts with Authority





GodDamUser wrote:


What are you using for your list?


For this list? If I can remember off the top of my head... (i've made a few edits and don't have my book handy- so this may not be 100%)

Chaos Space Marines.

Leader: "Alpharius" - Undivided Mark, Bolt Pistol, Chainsword, frag grenades, combat blade.

Trooper: "Alpharius" - Undivided Mark, Bolter, Combat Blade, frag grenades, laser sight

Gunner: "Alpharius" - Undivided Mark, Heavy Bolter, Bolt Pistol, Combat Blade, Camo Gear.

Cultist Mook #1 with autogun and combat blade

Cultist Mook #2 with autogun and combat blade

Cultist Mook #3 with Autogun and Combat blade

Mob Rule is not a rule. 
   
Made in au
Infiltrating Broodlord





What really hurts CSM the most is that you cant have more cultists then Marines.. at the start

But once they have played 3 games... then the first thing you do is buy bulk cultists (can get two with in 100pts) drop a cache then that's 4 cultist with fails use them as meat shields to either get a charge in or just soak up overwatches

you can buy them guns at a latter date if you so choose

This message was edited 1 time. Last update was at 2017/04/12 03:14:52


 
   
Made in ca
Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Yeah, just sounds like you need more terrain. You basically want enough terrain on the board that a model can reach decent cover starting from anywhere else on the board. Essentially, if you can go 6" or more (heaven forbid) without being able to reach some form of cover that blocks line of sight, you need more.

Basically, fill that board until you think there's way too much terrain, and then double it.
   
Made in us
Longtime Dakkanaut




Ute nation

In most armies, recruits are an investment that will collect dividends in the long term. After three missions they basically are upgraded for free to the stat line of your regular trooper, It's not a huge savings for most, but every little bit helps and the difference between a basic trooper and the recruit version is small. the two armies where that is not the case (Necrons and Chaos) have very different approaches to recruits.

Chaos is interesting, with the mix of cultist and Marines, It's like playing two separate forces on one list. No other faction really has that level of a dichotomy between their recruits and their troopers. The cultist aren't flashy, but are very efficeint points wise, which is a good compliment to the less efficent but overall much more capable Chaos marines.

Necrons on the other hand don't really like their recruits, warriors are stuck with inferior guns, inferior armor, and the inability to take wargear for three missions. Even after that they only have one set of skills. The 40 points of savings (130 vs 170) just doesn't seem to justify those downsides. Also Thanks to the all or nothing nature of recruitment (can't save leftover points) a new warrior with no gear has the same opportunity cost as a kitted out immortal. So It makes no sense to recruit them after the game starts. In my list I have three immortals, a death mark, and a single warrior because 5 is a magic number for bottle test and I wanted some gear to start with for my immortals.

Constantly being negative doesn't make you seem erudite, it just makes you look like a curmudgeon.  
   
Made in se
Slaanesh Veteran Marine with Tentacles





Sweden

How many missions/scenarios are there in the book? (I'm buying it as soon as GW releases it separately) How are they and how much variation is there?

What's the playing time for 1000p?

Sounds like a fun game, gives me reason to paint up a few cultists for my CSMs.

This message was edited 2 times. Last update was at 2017/04/12 10:44:07


30k: EC, AL, IW
Epic30k: IH, House Coldshroud, Legio Metalica, IW, Legio Interfector, AL
40k: EC CSM, Orks
DzC/DfC: UCM
WW2 Battlegroup/Bolt Action 6-15-28mm: German 41-44, Soviet 41-43, French 1940

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 westiebestie wrote:
How many missions/scenarios are there in the book? (I'm buying it as soon as GW releases it separately) How are they and how much variation is there?

What's the playing time for 1000p?

Sounds like a fun game, gives me reason to paint up a few cultists for my CSMs.



6 missions total, one is more a consequence of having a guy go down and get captured.

But you also have 10 'sub-plots', which are sort of like Wild Cards that can affect the mission.

All the missions play a bit differently and will force you to get out of your element. For example, if you're relying on long-range firepower and sniping people, a couple of these missions will make you weep. They kind of force you to have a flexible, mobile team.

A word of advice on your cultists- at least paint their coats or something a different color. And be sure you invest in the rifle.

And how long do the games take? A game can end in turn 1 for the first player. There is no set amount of turns. You just go at it until someone bottles out or the mission is completed. A typical game for me is about 30 minutes.

This message was edited 1 time. Last update was at 2017/04/12 13:22:57


Mob Rule is not a rule. 
   
Made in gb
Worthiest of Warlock Engineers






preston

Okay, so a couple of thoughts:
1) Eldar are, unsurprisingly, strong. Maybe not broken, but still very strong. In a game against Genestealer Cult I managed to wipe the floor with my opponent, despite not knowing my army very well, and my heavy spending half the game out of range because of that.
2) Melee is a high-risk high-reward gamble. On the one hand you have to be clever or you will be shot to hell before you make it in, on the other hand if you do make it in with a dedicated melee unit.... Lets just say my Exarch got me a lot of kills.
3) Unlike in Necromunda, there is a genuine reason to bring the big high powered guns. A Lascannon was overkill against most things you faced in Necromunda, but against a Marine, or a Terminator, you desperately need that extra punch to get through the armour.
4) Why the hell can Guard not take a Heavy Stubber? Or for that matter ANY Heavy Weapons?!

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
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[MOD]
Solahma






RVA

Mind posting your Eldar list and, if possible, your buddy's GSC list? FYI - there have been complaints about GSC being weak.

   
Made in gb
Fixture of Dakka






My first game tonight. I used Guard - a Leader and a Veteran with shotguns, two fungs with lasguns and three specialists with plasma gun, grenade launcher (frags) and meltagun, against Harlequins. Mission was The Raid. He had all four Harlequins attacking, I had two defenders - my sergeant and my veteran guardsman. The sergeant was charged by a Harlequin, failed his fear test and ran away (only 5" or so, as he was on the upper level of a building. That put him into LOS of a second harlequin, who downed him with a burst of shuriken pistol fire. He was wounded, and then fell off the building, taking a second wound, leaving him Down on the ground.

In my first turn, a guardsman and plasma gunner arrived - on the edge opposite the Harlequins. They were out of range, so advanced towards the enemy. My sergeant lay bleeding, and the veteran went on to Overwatch.

The Harlequins advanced. The Overwatching guardsman fired, missed and was shot down. the Harlequin leader attempted to damage the Entrance, but failed to wound.

Next Guard turn, no reinforcements arrived. plasma gunner took out a Harlequin, the Down veteran recovered.

Next Harlequin turn 3. Harlequin leader causes a wound on the entrance, another Harlequin takes out the veteran. the others move into position.

Still no more guard reinforcements. Plasma gunner pins a Harlequin.

The leader is beaten up in melee by a Harlequin, while another one shoots down the plasma gunner. The Leader finally destroys the entrance.

Finally, more guard reinforcements; a new recruit and a meltagunner. The meltagunner avenges his plasma gun-wielding colleague. In their next turn, the Harlequins fail their Bottle test.

In the post-mission sequence, both sides gained 1 promethium cache and ended up with one model gaining Frenzy and another gaining Hatred. My sergeant gained What doesn't kill you ....

The Harlequin leader is now WS 7, and the meltagunner has Hipshooting. And I just now remembered I forgot to roll the sergeant's free advance...

In two editions of Necromunda I've never played The Raid. The Harlequins were lucky that they managed to outnumber the defenders at the beginning, but the increasing number of reinforcements finally turned the tide. You just need to keep pouring on fire. shotguns using blastshot are much better than they ever were in Necromunda (although I didn't actually hit anything with them in this game ... )
   
Made in us
Flashy Flashgitz





Southern California

Manchu wrote:
Mind posting your Eldar list and, if possible, your buddy's GSC list? FYI - there have been complaints about GSC being weak.

Waited over 2 decades for official GSC gang/team rules. All I have to show for it is a Delaque gang in Flak Armor with no Juves, but some GSC Acolytes and Purestrain "Hired Guns." OK weapons, limited gear. NOT complaining, but not overwhelmed, either. Especially in a War with teams that are specialized, well armed, and well armored. Maybe the cheap replacement and recruit costs will come into play decisively over time. But, I can see how GSC would struggle out of the gate.

Gonna go against Astra Militarium tomorrow. My best guess:

Leader with Chainsword and Bolt Pistol (yes, he's overly armed, but I gotta field one Rule of Cool model).
4 x Initiates with Autoguns (I know, Spam...But, I need bodies, and there ain't much to choose from).
3x Heavy with Flamer, Heavy Stubber w. Photo Visor, Grenade Launcher w. frag (a little more than a starting Necro House Gang gang could get ).
Trooper Hybrid with Autogun (one more body, can't add another Neophyte due to "half team" rule).

If I was dressed for success, I'd need some better anti-armor, higher strength weapons to fight all comers. I'll surely fall off that bridge when I come to it.
   
Made in au
Infiltrating Broodlord





 Gobbla wrote:

Gonna go against Astra Militarium tomorrow. My best guess:

Leader with Chainsword and Bolt Pistol (yes, he's overly armed, but I gotta field one Rule of Cool model).
4 x Initiates with Autoguns (I know, Spam...But, I need bodies, and there ain't much to choose from).
3x Heavy with Flamer, Heavy Stubber w. Photo Visor, Grenade Launcher w. frag (a little more than a starting Necro House Gang gang could get ).
Trooper Hybrid with Autogun (one more body, can't add another Neophyte due to "half team" rule).

If I was dressed for success, I'd need some better anti-armor, higher strength weapons to fight all comers. I'll surely fall off that bridge when I come to it.


Pretty much very similar to my GSC cult list..

I personally left off the 3rd spec with launcher as a latter purchase in favor of more numbers.. so I went

Leader with Chainsword and Bolt Pistol
4 x Initiates with 2xAutoguns 2xAutopistol
2x Heavy with Flamer, Heavy Stubber w. Photo Visor
3x Trooper Hybrid 2xShotgun, 1x Lasgun


The biggest issue I have seen people playing GSC cult, is that they are not using enough terrain, and/or haven't played Necromunda in the past so don't know how to effectively use the table for their advantage

This message was edited 1 time. Last update was at 2017/04/12 23:57:32


 
   
Made in se
Slaanesh Veteran Marine with Tentacles





Sweden

 Adeptus Doritos wrote:
 westiebestie wrote:
How many missions/scenarios are there in the book? (I'm buying it as soon as GW releases it separately) How are they and how much variation is there?

What's the playing time for 1000p?

Sounds like a fun game, gives me reason to paint up a few cultists for my CSMs.



6 missions total, one is more a consequence of having a guy go down and get captured.

But you also have 10 'sub-plots', which are sort of like Wild Cards that can affect the mission.

All the missions play a bit differently and will force you to get out of your element. For example, if you're relying on long-range firepower and sniping people, a couple of these missions will make you weep. They kind of force you to have a flexible, mobile team.

A word of advice on your cultists- at least paint their coats or something a different color. And be sure you invest in the rifle.

And how long do the games take? A game can end in turn 1 for the first player. There is no set amount of turns. You just go at it until someone bottles out or the mission is completed. A typical game for me is about 30 minutes.


Thank you. <1H playing time and plenty of variation on missions all sound good to me.

Buying the book once it is available!

This message was edited 1 time. Last update was at 2017/04/13 05:39:32


30k: EC, AL, IW
Epic30k: IH, House Coldshroud, Legio Metalica, IW, Legio Interfector, AL
40k: EC CSM, Orks
DzC/DfC: UCM
WW2 Battlegroup/Bolt Action 6-15-28mm: German 41-44, Soviet 41-43, French 1940

Instagram @grimdarkgrimpast
 
   
Made in gb
Worthiest of Warlock Engineers






preston

 Manchu wrote:
Mind posting your Eldar list and, if possible, your buddy's GSC list? FYI - there have been complaints about GSC being weak.

He had:
Leader with an Autopistol (I think)
2 troopers with Autoguns
2 Troopers with Lasguns
1 Specialist with a Grenade Launcher (Frag)
1 Specialist with a Mining Laser
2 more troopers that had Autoguns (I think)

All in all it was that accursed Mining Laser that did all the damage.

I have (currently, this is going to change - I have spare points)

Exarch with a Avenger Shuriken Catapult and a Power Glaive

Avenger with Avenger Shuriken catapult

Heavy with a Shuriken Cannon

Guardian with Shuriken catapult

Guardian with Shuriken Catapult

The game we where playing was a practice/tester game and so it didnt count - I casualties dont happen, we dont get promethium, you can jig your list about afterwards, etc.

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in us
Flashy Flashgitz





Southern California

GodDamUser wrote:
 Gobbla wrote:

Gonna go against Astra Militarium tomorrow. My best guess:

Leader with Chainsword and Bolt Pistol (yes, he's overly armed, but I gotta field one Rule of Cool model).
4 x Initiates with Autoguns (I know, Spam...But, I need bodies, and there ain't much to choose from).
3x Heavy with Flamer, Heavy Stubber w. Photo Visor, Grenade Launcher w. frag (a little more than a starting Necro House Gang gang could get ).
Trooper Hybrid with Autogun (one more body, can't add another Neophyte due to "half team" rule).

If I was dressed for success, I'd need some better anti-armor, higher strength weapons to fight all comers. I'll surely fall off that bridge when I come to it.


Pretty much very similar to my GSC cult list..

I personally left off the 3rd spec with launcher as a latter purchase in favor of more numbers.. so I went

Leader with Chainsword and Bolt Pistol
4 x Initiates with 2xAutoguns 2xAutopistol
2x Heavy with Flamer, Heavy Stubber w. Photo Visor
3x Trooper Hybrid 2xShotgun, 1x Lasgun


The biggest issue I have seen people playing GSC cult, is that they are not using enough terrain, and/or haven't played Necromunda in the past so don't know how to effectively use the table for their advantage

We're both Necro players from way back. We did use lots of terrain. You gots too. So much more fun, so much more challenging. I didn't notice Astra Militarium were BS4. But, they don't do much else really well. We had a great game. He ran his guys on their own. I kept mine in teams of 2 or three. I didn't hit as often, but Pining gave him trouble. He hit more often, but, with a buddy nearby, my guys recovered from Pinning more better.
   
Made in us
Longtime Dakkanaut




Played a few games in total of this. Skitarrii Rangers vs tyranid Warriors. So heres my thoughts on all of it.

1. Its stupid you play as warriors and not horma/termagaunts in a swarm like orks. You can take 4 models, and that's 12 wounds to chew though, and they don't get pinned unless high impact/str 7 weapons.

2. The missions are horribly imbalanced in everyway. The one mission I'm the defender, I get D6 guys. I roll a 2 and have 2 guys. My opponent is attacker, he has 4 warriors. Literally no way to win. Most of the missions is turn 1 someone can easily loose. Somehow, GW hasn't figured out that skirmish games (and most games) work better with UGOIGO

3. Love the terrain, got two sets and the new set with walkways. Its a good amount, but yea, youd need at least 5-6 sets to really build a good table with it.

I don't mind or care that I lost so bad, its just the balance of it all. No game is good mechanically if you can loose turn one. Plus there is very little tactical situations that come up. Its purpose is to get people slowly into 40k and have a game to play right before 8th comes out, but its just not a good game over all. It will succeed at its goal in large, but after a few games, I'm sure people that have played other skirmish games will realize how bad this one is put together. I don't recommend this one to anyone. You want 40k skirmish, play Heralds of Ruin kill team. Better balance, better system on activations, etc.
   
Made in us
Veteran Inquisitor with Xenos Alliances






The reason you play as Tyranid Warriors is because besides Genestealers they're the most basic synapse creature and Termagaunts would move with instinctive behavior
   
Made in gb
Fixture of Dakka






str00dles1 wrote:
2. The missions are horribly imbalanced in everyway. The one mission I'm the defender, I get D6 guys. I roll a 2 and have 2 guys. My opponent is attacker, he has 4 warriors. Literally no way to win. Most of the missions is turn 1 someone can easily loose. Somehow, GW hasn't figured out that skirmish games (and most games) work better with UGOIGO


Necromunda was never balanced; that was the good thing about it.

Anyway, your statement is factually incorrect; I played The Raid using Astra Militarum Veterans as defender, starting with two sentries., while the attacker was Harlequins with four models. He managed to take down the sentries, but not before the alarm was raised*. Both sentries subsequently got back up, and as reinforcements arrived, the increasing numbers meant I could start to pour on enough fire to force a Bottle roll. So I won the scenario you claim there is "literally no way to win".

*one sentry was charged by a Harlequin, failed his Fear test and fled. We assumed that counted as raising the alarm. IN any case, he fled, was fired on, wounded and fell off a ledge, going Down in the process; the alarm was raised by that point anyway.

Warmachine is held up as the acme of a balanced game, and it's full of stories of first-turn wins. It's also possible with Infinity and probably Malifaux too. It's not ideal, but it happens. In that case, you've got plenty of time to carry out the post-battle sequence and play again.
   
 
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