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Sgt. Rock

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Posts posted by Sgt. Rock

  1. 1 hour ago, Ish said:

    For what it’s worth, Joseph McCullough (the designer behind Frostgrave and Oathmark) is due to release a new sci-fi skirmisher called Stargrave sometime this spring.  Previews in various magazines and designer commentary on his blog promise that it won’t just be Frostgrave with the word “crossbows” scratched out and “laser rifle” penciled in... But it should still focus on the same sort of no fuss gameplay his other games have.

    Frostgrave is very much a spiritual successor to Mordheim, dealing with the same sort of gameplay niche but doing away with a lot of the “fiddly bits.” A leaner game with less “paperwork” between sessions and streamlined mechanics during play.

    I don’t know much more about it than that... But I’m looking forward to it immensely.

    I'm really curious about Stargrave, too. My biggest issue with Frostgrave was that only two members of your warband ever advanced. I hope that they expand at least a little bit more than that in the next one.

    16 minutes ago, Inquisitor66 said:

    I think you may have missed out on dropping prone when shot, you cant stand and charge so it's very hard to get in melee if you just keep getting shot.  Shooting is more of a delay than really lethal since the game is more about objectives and surviving than getting kills.

    I think I missed out on a lot of things. I wasn't given very good teaching, mostly a "here are the rules, let's play a game" followed by the appropriate dick-stomping that a newbie gets (unintentionally, in this case) when going up against an experienced opponent in their early learning games.

  2. Yeah, the campaign is really what draws me the most to Necromunda. I just got so frustrated the first couple times I tried it, because it felt like it was so unbalanced as to be not fun. I'm used to GW's games not being balanced. GW wouldn't know a balanced game if it bit them in the ass. But it just felt like it was so far around the bend that I just couldn't enjoy it. I'm trying to do some research and learn more about it, and maybe give it another shot once all this stupidity is in check.

    • Thanks 1
  3. So I've tried the new Necromunda twice, after missing the boat on the original. And I really, REALLY want to play, because the models GW keeps releasing are so incredibly stellar. BUT... the game's mechanics just drive me bonkers, and I was wondering if y'all could help me figure out what I'm missing.

    My key complaint is the way combat works (pretty big issue, I know.) So here's what bugs me. Say I have, I dunno, an Orlock with a lasgun (I know, that's not available to them to start, but it's just for the sake of argument.) Just random ganger. He's BS 4+. An Imperial Guardsman in Kill Team is, as well, same as 40k. So far, so good. Here's where I get hung up. That Orlock gets one shot with his lasgun and hopes to hit on a 4+ on one die, no matter what the range is.. If he doesn't hit, he sits there with his thumb in his ear. The Guardsman, if we're playing Kill Team (which is my primary basis for comparison) gets one shot out to 24", but inside 12", he gets two. That's twice as many chances to actually get something done. Now, granted, the Orlock ganger has the possibility to get more "hits" depending on what his firepower die rolls up, but he has to actually hit his target on a 4+ first. And that's assuming that, for both guys, their target is standing inside 12", out in the open, like a doofus. If you start factoring in modifiers, it gets worse. Outside of 12", sure, the Orlock has a better chance to do something, but the fact that he can only get it done if he hits with one die is annoying. 

    Now here's where it REALLY bugs me. That Orlock is sitting there blazing away, full auto, doing his best Cyril Figgis impression. Meanwhile, some 'roided up Goliath bozo can roll into my face from a gazillion inches out and hit me with 5 dice to hit at like strength 6 or something and turn me into hamburger (this happened to me in one of the first games I played.) It feels like the only way to hit your target with a gun is to get so close that you're in serious danger of being charged in the following activation unless your sad, pathetic little ganger manages to actually hit his damn target. Ranged combat for your average John Q. Ganger seems like a waste of time, while melee specialists feel so hopelessly overpowered that they're game breaking.

    Clearly, I'm wrong about something. Necromunda is a hugely popular game, people play a wide variety of gangs with a variety of play styles, and have success with it. And hell, maybe this is just me being grouchy about nothing; I used to LOVE Mordheim back in the day, and when I think about it, it was much the same way; you only got one or two dice to do something with per dude. And after typing all this out, it does feel like my complaints are... perhaps a bit nitpicky. But they're serious roadblocks to enjoying a game that I really, really want to enjoy. So is there anyone here who can help me figure out what I'm missing? Is it just that I'm bad at the game? Am I rage quitting before I even give the game a chance, because I'm not good at adapting to new things? I just don't know what I'm missing here.

     

    EDIT: After watching a couple videos on the YouTubes, I found out I have some of the weapon abilities wrong. So I need to learn a bit more about that, I guess.

  4. 1 minute ago, Sgt. Rock said:

    Someone is having fun with Gaslands...

    Brexit Gaslands.jpg

    Aaaaaand I just realized that I should have put this in the Random Awesome Minis thread. Mods, feel free to move. I'm still working on my first cup of coffee. Don't judge me.

    • Like 1
  5. 16 minutes ago, Lyraeus said:

    You do have to spend the CP per detachment 

    Doesn't go far enough, says I! I say we all go back to the original Force Organization chart. None of these silly "detachments" or "keywords" to muck about with. You wanna play Space Marines? Play 'em. You wanna mix in some Imperial Guard? Tough nuts! Damn kids these days with their "soup"... soup is for eating, not 40k! 

    • Like 1
  6. I read about this last night. I want to be sad, but he was a great man who left his mark indelibly on history, and lived for longer than most of us will. He had a good run and accomplished great things, and there's no sadness to be had in a life like that, only celebration. Here's to you, Chuck.

    • Like 2
  7. Oh, for sure, but it just seems like an odd business decision, when they're trying to push Primaris as the new normal. Like, they released this nifty new combat patrol box, and none of the models in there can use the SIA, which, again, is a pretty iconic feature of the faction. Just seems weird to me.

    • Like 1
  8. I'm kinda curious about Deathwatch as well, but I noticed that they really cut back on the special issue ammunition, particularly that they completely took it away from the Primaris marines. Seems like poor design for a new line they're trying to force down your throat to take one of the most iconic abilities of the faction and yank it away from them. Does that really have a significant impact on the faction and how they play?

  9. 1 hour ago, Ish said:

    Looks like a lot of cool new stuff for Necromunda and AoS Slaanesh too (that new Sigvald is just delicious!). 

    He looks like General Lionwhyte from Brutal Legend. (See my comparison shot in Warpspace.)

  10. I would posit an addendum to Ish's comment on custom chapters: once you've decided what play style you like, unless you really are against the idea, make them a successor for the big names. You'll still get to customize your abilities, but you'll get a whole slew of stuff that you otherwise wouldn't have access to - chapter doctrine, relics, warlord traits, two or three pages of stratagems, etc. 

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