I love all the not-strictly-military gear that the GSC and the Necromunda relaunch have brought along, as well as other unique stuff found in things like Blackstone. The upcoming return of Ambulls also has me hopeful that maybe we'll be seeing more models of nasty beasties from across the universe too.
I finished the bottle of sotek I was using and when I opened the new one it was a ever so slightly different shade, does not seem too noticeable after washes and highlights though.
https://files.facepunch.com/forum/upload/208305/fb74848c-0695-410d-a1ac-4437c41f829a/Battlewagon.jpg
I'm sick of hordes too, so I'm curious about whether it'll be possible to build an entirely mounted/mechanized GSC army. With two Goliath variants, the Achilles, bikes, and the moon buggy, it looks like GSC have a lot of vehicles available.
Apparently FW accidentally showed off a new 30k custodes unit too
https://warofsigmarus.s3.amazonaws.com/uploads/blogging/picture1/3631/50448678_755601178155105_2779751895382622208_n.jpg
They then immediately put out something resembling a proper announcement, and said it's apparently coming to both heresy and normal 40k.
Sooo Battlefleet Gothic Armada 2 is out. Loved the first one and hopes the sequel expands greatly on the original game.
Any good impressions so far before I bite the bolt?
I played a little bit of it so far, its alright, but really frustrating
-they took out auto commands (outside of autoattack) which makes managing bigger fleets difficult
-a lot of the factions just feel like filler (mechanicus are just weaker imperials with nova cannons, normal eldar are just worse corsairs, etc)
-the whole point capture domination shit is really lame and has been in a couple of the campaign missions I played, pretty much turning it into cat and mouse as the ai takes their escorts to capture points behind your forces
-normal vs ai battles are neutered, they took out all ship customization and put it into the campaign
those are my main issues so far, the rest of it seems fine
Hold up- do Imperials not get nova cannons on some of their cruisers/battleships?
they're more common on mechanicus
Can we still pick out certain ship Mk types with different weapons online and keep them to level them up like last time? I thought it was a neat idea to pick a certain ship with the build for the right job. Also is boarding still a prominent skill against certain factions?
in mp theres no leveling ships, only your admiral (which just unlocks a few different upgrades and skills that can apply to certain kinds of ships), but yes
https://i.imgur.com/jKeRESv.jpg
this is mp ship selection for imperials, theres no customization, you just pick what you want, which is nice for multiplayer but half the reason why I liked the first game is picking ships and leveling them/adding new shit to them
I can kinda understand why they'd move that off of MP onto SP only since it's probably a huge pain to balance properly compared to just admiral skills.
The resin MAAAAAAAAAAAAAAAArbo was alright enough, as was Eisenhorn, so she should be okay.
Considering what a complete clusterfuck BFG's MP balance was, this was probably simply a practical solution considering the size of the game versus the size of the studio.
Beta Rules and Reinforcements for the Custodes
I guess FW has been at work on the Talons book.
Thinking about making an Afriel Strain abhuman (imperial experiment to make superhumans gone wrong, being good soldiers but very unlucky)
Just a one off model I think giving him a plasma gun (not entirely sold on the plasma gun since I really like the delaque las carbines) with a scope and a demo charge, would play up that "unlucky" suicide mission elite solider thing. Not sure what base to use for the model.
Seen some people use elysians (but I don't have any), catachan/cadian mix (the original base for them) and I think Van sarr might make a cool base for it, high tech elite body guy. Any other recommendations?
Then I was tryna think of rules of him in blackstone fortress, perhaps something to do with removing inspiration, using a destiny die to reroll his action die or whenever his action die lands on a 1 he can reroll it (to represent skill) but also has to roll on some mishap table causing some sort of calamity. Plan for him to be powerful (thought not like that op robot) but with randomised downsides to make stuff spicy. Any ideas for conversions or rules?
They've changed quite a bit, the grav carrier and grav tank lost their FNP, the grav tank got a bit slower, and they lost their -1 to hit penalty in assault, but had their invlun go up to 5+, gained a -2 to charge distance for enemies charging them, and gained PotMS so they can move and shoot at full BS. Spear dread shooting went down from S9 to S8. Also a lot of hefty price drops. The Coronus hull alone went down 85 points.
How the hell have I never heard of these? Literally entire subspecies of humans who are Marbo which kill themselves with Large Template of the Demolition Charge.
Well to be fair they seem to have only been mentioned like once in an issue of WD 13 years ago.
Man, Aquilon terminators are like a flat upgrade to Allarus. Solarite gauntlets are 2 points cheaper than Castellan axes, the terminators themselves are 5 points cheaper than Allarus (at the expense of slayer of tyrants) but for 234 points they fight with 12 S10 AP-4 D d3 attacks, in addition to 12 S5 AP-1 bolter shots. If you want to spend another 30 points you can even just give them firepikes since they can actually deepstrike and ignite things.
How balanced is the multiplayer in that? I had some fun with the first game, but the balance was just so off that I dropped it.
https://www.warhammer-community.com/2019/01/25/25th-jan-warhammer-40000-new-charactersgw-homepage-post-1/
The range increase aura isn't half bad.
https://whc-cdn.games-workshop.com/wp-content/uploads/2019/01/40kCharactersRules-Jan25-GalvanicField1hr.jpg
I honestly hate it when RTS games have a match-to-match progression systems. Just like it was in Shogun 2 TW, its very offputting to think about getting into an RTS game where you'll start off with little variety of basic units which aren't as efficient or in some cases just can't perform important roles that later units can. I never touched BFG's multiplayer because I didn't want to be pitted against people with min/maxed battleships while only getting a couple of piddly little ships to start with.
RTS games are unfriendly enough to newcomers without the prospect of far more experienced players also getting the massive advantage of having a bigger toolbox.
I make an exception for the Company of Heroes 2 approach, which while it isn't perfect, at least gives new players some powerful options to start with. Its also designed around the philosophy that it should be entirely viable to work with just the standard units and use a company that just complements their effectiveness.
That issue was so cool. As well as the Afriel Strain it also had beastmen, night-world adapted abhumans with no eyes, a different kind of supersoldier created to fight Tyranids on a toxic planet or something and horrible degenerated slave mutants. I loved issues like that which showed off creative stuff rather than just "here's upcoming stuff you can buy!"
That awesome creature feature stuff with enslavers and plague zombies and that "kill team nemesis" stuff where it had different bosses for kill team including huge servitors and stuff.
I feel like conversion was much more encouraged back then
I never played the first BFG game and I haven't read much about this, but I did play the tabletop game extensively back in the day.
This looks and sounds exactly like the tabletop. I'm seeing all the ship classes I remember from the base game, plus supplemental content (the grand cruisers and three of the light cruisers). The tabletop didn't have customizing ships either, aside from a few one-off variants, so that's not a dealbreaker in my book.
I'll have to check this out, but I'm curious, do Tyranids at least have any per-ship customization, or are they also fixed loadouts? In the tabletop there were only a handful of classes (Escorts, Vanguards, Kraken, Cruisers, Hive Ships) but each had a bunch of weapon options to configure their roles.
balance is still just as shit basically from what ive seen
not only are the eldar corsairs unchanged, but now you have the dark eldar which are the corsairs on steroids, tau merchants are crazy swarm fleets, half the other factions feel useless in comparison
https://i.imgur.com/GiAScEu.jpg
Oh yeah, the glandies. IIRC they were basically the prototype for Elysian D-99, guardsmen juiced up with space-marine like implants of possible tyranid origin and a load of combat drugs.
http://i.4pcdn.org/tg/1428096928041.jpg
That's unfortunate. I had some serious fun with the first one, but I think it was only ever truly balanced in beta when it was just Imperials vs Chaos. I was hoping maybe they'd take a closer look at those issues with the new game.
https://files.facepunch.com/forum/upload/217613/53b4461f-6225-4c75-a2af-712084b21c22/image.png
https://files.facepunch.com/forum/upload/217613/169611ef-0f80-447a-b7ac-efe19d25d7aa/image.png
Finally done with this. Lightning conditions are not good in these pics but whatever. Painting it was fun and I learned a lot but I really cannot recommend this build. Its an absolute mess to assemble and you basically can't do it right without serious modification. Or I got a faulty molding, I guess that could be the case.
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