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Bjornas

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Posts posted by Bjornas

  1. I was lucky enough to get the game via my FLGS when it released. Have at this stage played through almost the whole campaign and we've had tons of fun. One criticism is that it is a bit too easy if you play smart (there are some simple houserules around the internet which makes it a bit more challenging - I say use those from the get-go).

    Hearing about the initial cancelling of expansions and support for the game last spring was a real bummer. Definitely looking forward to the expansions now!

  2. Hi, been out of the game since 2019 but am looking to start up again next year with my nearly completed BoK Mortals army.

    Been out of the loop with the 3.0 changes, but I had been glancing at the DP to replace my useless Juggerlord. I take it he's no use for BoK anymore with the update? Could someone explain the implications for a BoK DP in more detail? 

    Real shame as I had just realized the Radukar the Beast model would make a damn fine Khorne DP. 

  3. 22 hours ago, 5kaven5lave said:

    Had a game last night, have a couple of questions if anyone has a second to answer:

    Did the mission it recommends to start (Hunt?). Are enemy mobs supposed to respawn once you kill them? Until you kill 10 of the high power groups?

    Do you carry over inspiration between missions?

    Does everyone have to extract from the same zone?

    I got two games in with some friends last night and we spent some time on these questions too. We interpreted it as the following:

    1. When you finish off a group of mobs (say 3 Bats) or they are driven off, you discard their Encounter Card, draw a new one and place it face down (!) where the Bat card was - lets say this is hostile group 2. When hostile group 2 is activated the next time, you turn the new Encounter Card face up, and mobs listed on that card spawn from the Lychgate furthest from the players.

    2. No, see "aftermatch": Inspiration is meant to be used during the game and is not carried over.

    3. That's how we played it atleast, essentially there should be only one place where the dropship can pick you up right? In our first game we were literally being chased into the dropzone with zombies and skeletons hot on our heels!

    We played two Hunt missions to keep it simple (two players were pretty new to the Warhammer hobby in general) but had tons of fun. Things can seem like smooth sailing while you're swatting bats, but then a Kosargi spawns while Brutogg is on the other side of the map and those distant Ulfenwatch suddenly Danse Macabre right into your face.  And then Brutogg gets buried over there. ******!

     

     

     

    • Like 1
  4. 1 hour ago, Yirazk said:

     Having band customization is better for me that having a list of 3 items with one clearly superior.

    This is a pretty good point. Even in AoS there's one particular unit loadout that you are gonna see 80% of the time. Most of the time, having weapon options is mostly about the idea of having a choice, if you know what I mean. 

    My problem with this is the modelling aspect. While the models are gorgeous, it's not very fun seeing identical warbands all the time.

    The review does have some interesting points about the campaign also. It doesn't sound super interesting. However I can see this game being very good for a one-day group campaign with 4-5 games.

    Btw, regarding Mordheim, a group of scandinavian gamers recently set up some kind of Mordheim-weekend, with awesome models and terrain. I think John Blanche was involved too. Check out #mordheim2019 on instagram for pictures.

    • Like 4
  5. 9 minutes ago, Grimrock said:

    Well they're obviously not great individually, but point for point they're really solid. Compare 2 of them at 110 points to one of the two handed guys at 105. First, they're faster which is a big deal in a game that doesn't seem to have random charge moves. Second, they have 60% more health. It's less valuable because toughness 3, but I think the runners still come out ahead for overall toughness. Third, up to double the number of attacks. Again less valuable, but the Crit damage is almost the same and more dice means more Crits. Quick math against toughness 4 puts the runners ahead or equal on damage. Fourth and finally, it's two bodies instead of one which is huge for objectives. 

    It's still tough to get a feel for how the game will actually play without the full rules or the scenarios, but I think the runners have a lot of potential at least. I'm mostly just excited to get my hands on them and start playing haha.

    Solid points, I must've overlooked the health aspects. With two cats you'll have a damn fast warband.

    Btw, is anyone clear on post-game recruitment? As far as I understood we can spend 1 glory point for 50 points, or 3 for 100. Can we keep these in a stash between games? Otherwise it's gonna be difficult to get another cat later on.

     

  6. 1 hour ago, Grimrock said:

    Comparing the 2 handed weapon guys to the plains runners, I think a pair of runners comes out on top by a far margin. Since I haven't seen any detriment to putting a lot of bodies on the field, my first thought was actually spamming the runners (5-6 of them) and following up with a pair of cats and the beast handler. I want to include a first fang too, but the points get really tricky and I prefer the cats.

    Interesting, why do you think that? Cause I can't see any reason to take them other than to fill up points  or as objective cappers. Plus I really don't like the models :P

  7. 3 minutes ago, polishsausage said:

    From what it sounds like you want to maximize you dice rolls for the juicy 6's Crits

    I would say 4A over 4S

    In a general situation I'd agree, Preytakers have 2 base damage though which makes their output a bit more reliable. Plus Iron Golem with their T4 are gonna be very popular.

  8. Great initiative, I've been pondering how to choose my warband members alot in the past days. There's a few things I'd like to discuss, based on what we know at the moment:

    1. First Fang - one or two? I think he looks really solid and the ranged attack seems quite strong for its range. I'm probably gonna convert the Heart-eater mini to a second one and run two of them (I'll convert my own Heart-eater instead).

    2.  Preytakers - axes or swords? Basically it's A3/S4 or A4/S3. I think Strength is gonna be a biggie in this game so I'm voting axes. You?

    3. Plains-runners. Are they useful at all except as chaff? Move 5 but they hit like wet tissues. Maybe to snatch objectives? Are there any rules on break/battleshock/bottle tests that make quantity of warband members matter?

  9. 4 minutes ago, sandlemad said:

    Beast Hunt from Necromunda but with multiple warbands working together to take down a raging chimera and just itching to betray each other.

    Or a group of Stormcasts guided by a Chaos wizard to attacking a raging.... bunny.

     

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  10. 1 hour ago, wander said:

    My only real gripe atm is that falling damage is nice to have in the rules, though I don't see the impact damage as too much a factor in game, at least for myself. Most of my terrain doesn't get much larger than 4" tall, so usually a fall will only do 1 damage, or 3dmg on a lucky roll. Reminds me a lil too much of flesh wounds no-selling hits in Kill Team, I can see now flinging my mate's cultists off ledges and doing zero damage from it.

    I actually like the fact that there's no serious damage for falling. Makes for more cinematic and riskier movement, which is what this game is all about.

    Plus I remember from the Mordheim days when trying to jump based on initiative tests was basically asking to get taken Out Of Action straight away.  What was it, like one I-test per 2" length? With standard initiative being 3..

  11. 15 minutes ago, Acid_Nine said:

    I don't know about you but I just can't wait to pull someone off a ledge with the harpoon. I know based off the leaks it won't do too much damage unless I pull them off over a spike pit, but it would just be fun visually. 

    Will say that the snag could be very good for pulling a guy into combat, and having a dude just stand there to have a two action attack without having to move.

    Yeah, I'm strongly considering running two of these guys, the attack itself is decently strong but the range is great. On that topic, has anyone seen anything regarding shooting and LOS? More specifically if we can shoot through other models or not. 

  12. Already thinking of how to design my warband. The Untamed Beasts warband checks out at 1000 pts exactly. If I drop one of the youngblood-type fighters, I can upgrade one 2h-fighter to be a spearthrower-dude instead. Or I can skip all 3 of the youngbloods to get two 2handers and two hunters. Hmmm...!

  13. 10 hours ago, Acid_Nine said:

    So pictures of the sprues came out and I am dissapointed by the untamed beasts. not angry, not upset, just dissapointed that it's fixed sculpts with fixes weapons. Ah well, If I really want to redo it I guess I will have to convert my stuff.

    Indeed, I think I see two weapon variations for the 2hander-guys, but that's it? The heads seem relatively easy to swap though, which I definitely am (steel helmets and bone weapons? come on). 

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  14. 10 minutes ago, sandlemad said:

    I'm looking forward to seeing how many weapon options we're actually getting with each warband and which bodies they fit to. The Necromunda kits come with a fair few spares, albeit rarely with quite the variety players really want. The 10-person Orlock box came with something like enough weapons for 20 dudes, though these by no means fit every model without some conversion.

    Challenge accepted :D looking forward to some headswapping on my Untamed Beasts for sure, got some Wulfen heads which I think are gonna look really cool if their scale is ok.

  15. 1 hour ago, madmac said:

    So I assume the first expansion will be one that adds Wizards, and a second expansion down the line that allows more...whatever. (Monsters? Mounted Units?).  Also interesting that they've specifically called out that we've seen some of the upcoming warbands.

    Daemons would be a cool expansion, and pretty obvious fluffwise.

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