It sucks that all of the Aeronautica Imperialis stuff is going up in price. That game just came out last year, and hiking the price on all of the kits doesn't seem like a good way to grow a playerbase.
Yea, there is a lot of stuff there that came out 2017 to 2020 and they keep saying it is only 400 products out if the 3000. I wonder how much of that 3000 is models and the rest is other stuff like paint and accessories.
Stragint on
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
When my friend and I decided to get back in his first comment was ‘how are Scourges still $41au?’.
A lot of the infantry boxes that haven’t changed contents in years will likely go up in price.
The sad fact of the matter is in most tactics lists it's dominated by the competitive crowd and the way being competitive in pretty much any game is use the most efficient (i.e. reward for cost) units (or system).
So that's why you see those lists being shown as the only way to play since those people have that super competitive mindset.
Sometimes you can roll in and tell them you want a fluffy but fun list and ask how to make it work and they'll help you out.
Sometimes.
I mean, that's kind of how a discussion in a tactics topic, especially in a game with a strong tournament scene is going to go unless you work from the start "this about building your dead hard internet list.' And its kind of hard to keep the bleed over under control if you're talking about both in one thread. Back when Port Maw was still around for BFG, I worked hard on the 'How to Use Your Ships' tactica, which had run downs of all the ships in the games, their strengths, and sometimes significant flaws.
As opposed to the tournament tactics thread which, due to the way the game worked, meant that Dauntless cruiser torpedo and marine battle barg0 bombardment cannon spam kinda dominated just because of how ye olde rules worked.
I never played bfg even remotely competitively. What made those two so good?
It's been so long that I'm pretty foggy on the details, but from what I do remember, the Dauntless' light cruiser ship class made them cheap and you could take a lot of them, and the torpedo variant had a really good loadout (IIRC the rules back then where torpedo spreads were one torpedo wide for each point of strength, and squadrons combined their torpedo strength, so you were shooting literal walls across the battle field. And since torpedos were a marker and not a dice roll like guns, ones that didn't hit a ship just kept going). So when you had multiples, you could do some pretty impressive area denial and target saturation.
I totally forget the precise details of the bombardment cannon on the battle barge (was it fixed forward, or could it hit the side arcs too and that's what made it such a facewrecker?) but it was that, combined with how tough the ship was from the front and that space marine crews were immune to morale penalties that made it really strong. Actually I think I might be mixing up the battle barge with the strike cruiser, which like the dauntless, was a cruiser, allowing for more of them, ridiculous armor, space marine crew, and the bombardment cannon, which now that my old brain gears are creaking into motion again, I think caused lots of critical hits. So being able to have several fast, heavily armored, mega crit causing cruiser fleets was a very strong build.
Gabriel_Pitt on
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
Don’t they work in brackets?
Like, boxes for infantry in Australia are $41, $48 and $69. If something is in the $48 bracket, wouldn’t an increase jump it to $69?
Or did they ditch the bracket idea?
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Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
The sad fact of the matter is in most tactics lists it's dominated by the competitive crowd and the way being competitive in pretty much any game is use the most efficient (i.e. reward for cost) units (or system).
So that's why you see those lists being shown as the only way to play since those people have that super competitive mindset.
Sometimes you can roll in and tell them you want a fluffy but fun list and ask how to make it work and they'll help you out.
Sometimes.
I mean, that's kind of how a discussion in a tactics topic, especially in a game with a strong tournament scene is going to go unless you work from the start "this about building your dead hard internet list.' And its kind of hard to keep the bleed over under control if you're talking about both in one thread. Back when Port Maw was still around for BFG, I worked hard on the 'How to Use Your Ships' tactica, which had run downs of all the ships in the games, their strengths, and sometimes significant flaws.
As opposed to the tournament tactics thread which, due to the way the game worked, meant that Dauntless cruiser torpedo and marine battle barg0 bombardment cannon spam kinda dominated just because of how ye olde rules worked.
I never played bfg even remotely competitively. What made those two so good?
It's been so long that I'm pretty foggy on the details, but from what I do remember, the Dauntless' light cruiser ship class made them cheap and you could take a lot of them, and the torpedo variant had a really good loadout (IIRC the rules back then where torpedo spreads were one torpedo wide for each point of strength, and squadrons combined their torpedo strength, so you were shooting literal walls across the battle field. And since torpedos were a marker and not a dice roll like guns, ones that didn't hit a ship just kept going). So when you had multiples, you could do some pretty impressive area denial and target saturation.
I totally forget the precise details of the bombardment cannon on the battle barge (was it fixed forward, or could it hit the side arcs too and that's what made it such a facewrecker?) but it was that, combined with how tough the ship was from the front and that space marine crews were immune to morale penalties that made it really strong. Actually I think I might be mixing up the battle barge with the strike cruiser, which like the dauntless, was a cruiser, allowing for more of them, ridiculous armor, space marine crew, and the bombardment cannon, which now that my old brain gears are creaking into motion again, I think caused lots of critical hits. So being able to have several fast, heavily armored, mega crit causing cruiser fleets was a very strong build.
Bombardment cannon have firepower like regular batteries but hit like Lances. Strike Cruisers can squadron, are fairly fast and absurdly tough, so they can easily get into the (relatively short) bombardment range and then combine their BC batteries like any other squadron combining firepower and effectively end up with what amounted to eight Lances each, or something like that. Bearing in mind that most battleships can’t muster more than about six in a given arc… The best/brokenest part being that they ignored the Eldar special save vs. Lances and instead took the regular Firepower column shift. Which, as every Imperial admiral will tell you is absolutely the best way to mess those pointy eared pirates up.
And yeah, the Dauntless had one of the best points-to-torpedo ratio in the game (technically the Cobra is better IIRC but it’s only Strength 2 so you can only get a 12-wide wave from a maxed out squadron) and was cheap enough that having six in a game wasn’t impossible and then you just dropped a 24-wide wall of don’t-go-there in front of whatever area you wanted to blockade. Fortunately they’ve fixed torpedoes now so Dauntless are merely quite good rather than game-breaking.
I really want to see an organized list for this price increase coming. It seems like almost every model in 40k, AoS, LotR, and blood bowl is going up in price so far.
Still looking through the 38 pages of product going up in price.
Going through the link it is mostly older models and big models. I saw a lot of AoS and then stuff like Raptors/Warp Talons which have been the same for a long time.
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MonwynApathy's a tragedy, and boredom is a crime.A little bit of everything, all of the time.Registered Userregular
It sucks that all of the Aeronautica Imperialis stuff is going up in price. That game just came out last year, and hiking the price on all of the kits doesn't seem like a good way to grow a playerbase.
Yea, there is a lot of stuff there that came out 2017 to 2020 and they keep saying it is only 400 products out if the 3000. I wonder how much of that 3000 is models and the rest is other stuff like paint and accessories.
So, eight pages of that 38-page list are paint. (Edit: Whoops, nope! Started with paint and then moved on to other stuff, most of those pages are datacards and chapter-specific upgrade sprews, as well as chapter-specific Terminators.) It also includes every transport case and some hobby tools in the previous pages.
A lot of the 40k stuff going up I find it kind of hard to argue with, but most of the hikes seem to be on LotR/AoS stuff. A bunch of it is terrain that I don't think anyone bought anyway.
Basic troops choices going up feels kinda shitty, but a lot of those kits haven't gone up in quite a long time.
It sucks that all of the Aeronautica Imperialis stuff is going up in price. That game just came out last year, and hiking the price on all of the kits doesn't seem like a good way to grow a playerbase.
Yea, there is a lot of stuff there that came out 2017 to 2020 and they keep saying it is only 400 products out if the 3000. I wonder how much of that 3000 is models and the rest is other stuff like paint and accessories.
So, eight pages of that 38-page list are paint. (Edit: Whoops, nope! Started with paint and then moved on to other stuff, most of those pages are datacards and chapter-specific upgrade sprews, as well as chapter-specific Terminators.) It also includes every transport case and some hobby tools in the previous pages.
A lot of the 40k stuff going up I find it kind of hard to argue with, but most of the hikes seem to be on LotR/AoS stuff. A bunch of it is terrain that I don't think anyone bought anyway.
Basic troops choices going up feels kinda shitty, but a lot of those kits haven't gone up in quite a long time.
I saw a chunk of Necrons going up in price which was a bummer but I didn't get to the paint. I saw it while working so I wasn't able to really dig in. I was gonna finish looking through it tonight to see what else shows up.
I saw the wall of martyrs was going up in price which is a bummer. I like that terrain.
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
They don't have the actual increase yet. The community article they talk about it in has a link to all the items that will be increasing in price so people can basically pick up stuff before it goes up.
-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
I went on the Australian site and saw large increases on Genestealer Cult Aberrants and Hybrids. I remembered someone on eBay was selling broken down Tooth and Claw sets of those for almost half the new price.
I went and panic bought two Hybrid sets and an Aberrant set, and threw in an Abominant.
Then went back to the GW site and saw the Australian flag had red stars. The prices hadn’t gone up.
I was on the NZ site. I panic bought a bunch of Genestealer stuff because I was in the wrong region.
I am a dumb. A dumb with a lot of new Genestealers. But still a dumb.
Also, holy shit sorry you pay so much fellow NZ bro’s.
Yea where can I see the new prices? If it's a substantial increase I guess there's a few things I could grab now, if it's a dollar or two I'm just going to try to stick to my backlog clearing resolution (except for the Ephrael Stern model, and if Saturday's big reveal is a Sisters vs. Necrons box oh or maybe that new Inquisitor or...)
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
It looks like for Tyranids - Hormagaunts, Genestealers, Gargoyles and Trygons/Mawlocs are going up.
I was planning on grabbing a couple of Start Collecting boxes for Trygons and Genestealers, I only want one more box of Hormagaunts to finish off my max size brood, and I'm not interested in more Gargoyles.
For Genestealer Cult, Neophytes are going up and I hear Jackal Alphus are as well. I was only planning on getting Neophytes via the next two Start Collecting boxes I got, though I do want a Jackal Alphus.
Also Start Collecting boxes don't appear to be on the list.
So this has had almost no affect on me or my buying habits.
So yeah might as well just get the spray cans I wanted
Morthai is one of the things I do want to get as well as a couple of Melusai but is that the prices for stores?
The sad fact of the matter is in most tactics lists it's dominated by the competitive crowd and the way being competitive in pretty much any game is use the most efficient (i.e. reward for cost) units (or system).
So that's why you see those lists being shown as the only way to play since those people have that super competitive mindset.
Sometimes you can roll in and tell them you want a fluffy but fun list and ask how to make it work and they'll help you out.
Sometimes.
I mean, that's kind of how a discussion in a tactics topic, especially in a game with a strong tournament scene is going to go unless you work from the start "this about building your dead hard internet list.' And its kind of hard to keep the bleed over under control if you're talking about both in one thread. Back when Port Maw was still around for BFG, I worked hard on the 'How to Use Your Ships' tactica, which had run downs of all the ships in the games, their strengths, and sometimes significant flaws.
As opposed to the tournament tactics thread which, due to the way the game worked, meant that Dauntless cruiser torpedo and marine battle barg0 bombardment cannon spam kinda dominated just because of how ye olde rules worked.
I never played bfg even remotely competitively. What made those two so good?
It's been so long that I'm pretty foggy on the details, but from what I do remember, the Dauntless' light cruiser ship class made them cheap and you could take a lot of them, and the torpedo variant had a really good loadout (IIRC the rules back then where torpedo spreads were one torpedo wide for each point of strength, and squadrons combined their torpedo strength, so you were shooting literal walls across the battle field. And since torpedos were a marker and not a dice roll like guns, ones that didn't hit a ship just kept going). So when you had multiples, you could do some pretty impressive area denial and target saturation.
I totally forget the precise details of the bombardment cannon on the battle barge (was it fixed forward, or could it hit the side arcs too and that's what made it such a facewrecker?) but it was that, combined with how tough the ship was from the front and that space marine crews were immune to morale penalties that made it really strong. Actually I think I might be mixing up the battle barge with the strike cruiser, which like the dauntless, was a cruiser, allowing for more of them, ridiculous armor, space marine crew, and the bombardment cannon, which now that my old brain gears are creaking into motion again, I think caused lots of critical hits. So being able to have several fast, heavily armored, mega crit causing cruiser fleets was a very strong build.
Bombardment cannon have firepower like regular batteries but hit like Lances. Strike Cruisers can squadron, are fairly fast and absurdly tough, so they can easily get into the (relatively short) bombardment range and then combine their BC batteries like any other squadron combining firepower and effectively end up with what amounted to eight Lances each, or something like that. Bearing in mind that most battleships can’t muster more than about six in a given arc… The best/brokenest part being that they ignored the Eldar special save vs. Lances and instead took the regular Firepower column shift. Which, as every Imperial admiral will tell you is absolutely the best way to mess those pointy eared pirates up.
And yeah, the Dauntless had one of the best points-to-torpedo ratio in the game (technically the Cobra is better IIRC but it’s only Strength 2 so you can only get a 12-wide wave from a maxed out squadron) and was cheap enough that having six in a game wasn’t impossible and then you just dropped a 24-wide wall of don’t-go-there in front of whatever area you wanted to blockade. Fortunately they’ve fixed torpedoes now so Dauntless are merely quite good rather than game-breaking.
Okay, that kicks the cobwebs out. I really fell out of BFG after the Port Maw forums vanished - where do you find the current state of the rules these days? Did torpedo spreads get reduced to a single marker or something so you can no longer send light-year wide walls of ordnance across the board?
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daveNYCWhy universe hate Waspinator?Registered Userregular
They're increasing the price on the SoB Battle Sanctum? It's only by $5, but that model only came out in January.
Shut up, Mr. Burton! You were not brought upon this world to get it!
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Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
The sad fact of the matter is in most tactics lists it's dominated by the competitive crowd and the way being competitive in pretty much any game is use the most efficient (i.e. reward for cost) units (or system).
So that's why you see those lists being shown as the only way to play since those people have that super competitive mindset.
Sometimes you can roll in and tell them you want a fluffy but fun list and ask how to make it work and they'll help you out.
Sometimes.
I mean, that's kind of how a discussion in a tactics topic, especially in a game with a strong tournament scene is going to go unless you work from the start "this about building your dead hard internet list.' And its kind of hard to keep the bleed over under control if you're talking about both in one thread. Back when Port Maw was still around for BFG, I worked hard on the 'How to Use Your Ships' tactica, which had run downs of all the ships in the games, their strengths, and sometimes significant flaws.
As opposed to the tournament tactics thread which, due to the way the game worked, meant that Dauntless cruiser torpedo and marine battle barg0 bombardment cannon spam kinda dominated just because of how ye olde rules worked.
I never played bfg even remotely competitively. What made those two so good?
It's been so long that I'm pretty foggy on the details, but from what I do remember, the Dauntless' light cruiser ship class made them cheap and you could take a lot of them, and the torpedo variant had a really good loadout (IIRC the rules back then where torpedo spreads were one torpedo wide for each point of strength, and squadrons combined their torpedo strength, so you were shooting literal walls across the battle field. And since torpedos were a marker and not a dice roll like guns, ones that didn't hit a ship just kept going). So when you had multiples, you could do some pretty impressive area denial and target saturation.
I totally forget the precise details of the bombardment cannon on the battle barge (was it fixed forward, or could it hit the side arcs too and that's what made it such a facewrecker?) but it was that, combined with how tough the ship was from the front and that space marine crews were immune to morale penalties that made it really strong. Actually I think I might be mixing up the battle barge with the strike cruiser, which like the dauntless, was a cruiser, allowing for more of them, ridiculous armor, space marine crew, and the bombardment cannon, which now that my old brain gears are creaking into motion again, I think caused lots of critical hits. So being able to have several fast, heavily armored, mega crit causing cruiser fleets was a very strong build.
Bombardment cannon have firepower like regular batteries but hit like Lances. Strike Cruisers can squadron, are fairly fast and absurdly tough, so they can easily get into the (relatively short) bombardment range and then combine their BC batteries like any other squadron combining firepower and effectively end up with what amounted to eight Lances each, or something like that. Bearing in mind that most battleships can’t muster more than about six in a given arc… The best/brokenest part being that they ignored the Eldar special save vs. Lances and instead took the regular Firepower column shift. Which, as every Imperial admiral will tell you is absolutely the best way to mess those pointy eared pirates up.
And yeah, the Dauntless had one of the best points-to-torpedo ratio in the game (technically the Cobra is better IIRC but it’s only Strength 2 so you can only get a 12-wide wave from a maxed out squadron) and was cheap enough that having six in a game wasn’t impossible and then you just dropped a 24-wide wall of don’t-go-there in front of whatever area you wanted to blockade. Fortunately they’ve fixed torpedoes now so Dauntless are merely quite good rather than game-breaking.
Okay, that kicks the cobwebs out. I really fell out of BFG after the Port Maw forums vanished - where do you find the current state of the rules these days? Did torpedo spreads get reduced to a single marker or something so you can no longer send light-year wide walls of ordnance across the board?
Unfortunately the local scene dried up around the same time the fan-revision stuff kicked in so I’ve not really played it for realsies. They did make all torpedo barrages fixed-width with a counter for strength though. And they keep waffling back and forth over whether Nova Cannon should be guess range or scatter weapons.
GnomeTankWhat the what?Portland, OregonRegistered Userregular
They are likely getting the increase done before they drop 9th later this year, so they don't poison the chalice of a big new edition release with a price increase. Increases likely have nothing to do with when a model was released.
So I had an idea spinning around in my head this morning to make a tabletop game of WH40K play more like the Dawn of War series
Essentially add a couple of “strategic” points or points of interest to the battlefield. 2-3, that you capture by ending your movement phase or turn surrounding.
Start the game where each side has 1 squad of a previously agreed value cap, possibly add a command unit to even them out
Then every 3-5 rounds you get to add some points value of models to the edge of the table, with bonus amounts depending on how many of the “strategic” points you control at that point in time
I'm not gonna say that idea is without merit, but it certainly does feel like it'd be a win more type thing, where one side gets ahead, gets more dudes and then just rolls you over.
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Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
I'm not gonna say that idea is without merit, but it certainly does feel like it'd be a win more type thing, where one side gets ahead, gets more dudes and then just rolls you over.
Yeah, in the video game this is balanced by upkeep costs holding back the larger army.
Ideally this system would be balanced against one team having to maintain a position so increasing reinforcement at the cost of tactical flexibility
MWO: Adamski
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
It would certainly be a fun system to try, though I'd probably do it on a 8x4 board and play from short edges, to give people time to slowly build up and chip away at each other with long range weapons before committing, and also a ways to fall back and potentially get some reinforcements that let them recover and push back.
Could make for some long, drawn out games but also be a lot of fun.
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MonwynApathy's a tragedy, and boredom is a crime.A little bit of everything, all of the time.Registered Userregular
So I had an idea spinning around in my head this morning to make a tabletop game of WH40K play more like the Dawn of War series
Essentially add a couple of “strategic” points or points of interest to the battlefield. 2-3, that you capture by ending your movement phase or turn surrounding.
Start the game where each side has 1 squad of a previously agreed value cap, possibly add a command unit to even them out
Then every 3-5 rounds you get to add some points value of models to the edge of the table, with bonus amounts depending on how many of the “strategic” points you control at that point in time
Think this would be better off generating CP rather than actual units, but Gerbil's comment above is still a definite concern.
I'm not gonna say that idea is without merit, but it certainly does feel like it'd be a win more type thing, where one side gets ahead, gets more dudes and then just rolls you over.
Yeah, in the video game this is balanced by upkeep costs holding back the larger army.
Ideally this system would be balanced against one team having to maintain a position so increasing reinforcement at the cost of tactical flexibility
In the PC game, this is balanced by the fact that whoever ends up holding more points has to make the difficult choice of spreading out to defend each (and hoping whichever gets hit can hold long enough for reinforcements to arrive), or trying to deathball and guess where the opponent is going. Meanwhile, the opponent can just concentrate their forces to take a point. Another risk of deathballing while playing defense is the other army drawing your force one way, and then sneaking a lone squad away to capture the point that's been left unattended.
But DoW gameplay resolves much faster, so a lot more can happen in a given amount of time. In tabletop you can't have as much back-and-forth, so I don't think that this kind of meta balance would work as well there.
I'm not gonna say that idea is without merit, but it certainly does feel like it'd be a win more type thing, where one side gets ahead, gets more dudes and then just rolls you over.
Yeah, in the video game this is balanced by upkeep costs holding back the larger army.
Ideally this system would be balanced against one team having to maintain a position so increasing reinforcement at the cost of tactical flexibility
In the PC game, this is balanced by the fact that whoever ends up holding more points has to make the difficult choice of spreading out to defend each (and hoping whichever gets hit can hold long enough for reinforcements to arrive), or trying to deathball and guess where the opponent is going. Meanwhile, the opponent can just concentrate their forces to take a point. Another risk of deathballing while playing defense is the other army drawing your force one way, and then sneaking a lone squad away to capture the point that's been left unattended.
But DoW gameplay resolves much faster, so a lot more can happen in a given amount of time. In tabletop you can't have as much back-and-forth, so I don't think that this kind of meta balance would work as well there.
The computer game also has fog of war, which the tabletop does not.
Sic transit gloria mundi.
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
Finished building the Achilles Ridgerunner and magged the Heavy Mining Laser and Missile Launcher.
I love the rimworld/mining town aesthetic they went with. This little car looks so baller.
Building the Jackals now.
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StragintDo Not GiftAlways DeclinesRegistered Userregular
I'm not gonna say that idea is without merit, but it certainly does feel like it'd be a win more type thing, where one side gets ahead, gets more dudes and then just rolls you over.
Yeah, in the video game this is balanced by upkeep costs holding back the larger army.
Ideally this system would be balanced against one team having to maintain a position so increasing reinforcement at the cost of tactical flexibility
In the PC game, this is balanced by the fact that whoever ends up holding more points has to make the difficult choice of spreading out to defend each (and hoping whichever gets hit can hold long enough for reinforcements to arrive), or trying to deathball and guess where the opponent is going. Meanwhile, the opponent can just concentrate their forces to take a point. Another risk of deathballing while playing defense is the other army drawing your force one way, and then sneaking a lone squad away to capture the point that's been left unattended.
But DoW gameplay resolves much faster, so a lot more can happen in a given amount of time. In tabletop you can't have as much back-and-forth, so I don't think that this kind of meta balance would work as well there.
The computer game also has fog of war, which the tabletop does not.
Will a fog machine negatively impact painted models?
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Posts
Yea, there is a lot of stuff there that came out 2017 to 2020 and they keep saying it is only 400 products out if the 3000. I wonder how much of that 3000 is models and the rest is other stuff like paint and accessories.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
A lot of the infantry boxes that haven’t changed contents in years will likely go up in price.
Periodically ripping off the bandaid is probably better than just raising random stuff at random intervals.
It's been so long that I'm pretty foggy on the details, but from what I do remember, the Dauntless' light cruiser ship class made them cheap and you could take a lot of them, and the torpedo variant had a really good loadout (IIRC the rules back then where torpedo spreads were one torpedo wide for each point of strength, and squadrons combined their torpedo strength, so you were shooting literal walls across the battle field. And since torpedos were a marker and not a dice roll like guns, ones that didn't hit a ship just kept going). So when you had multiples, you could do some pretty impressive area denial and target saturation.
I totally forget the precise details of the bombardment cannon on the battle barge (was it fixed forward, or could it hit the side arcs too and that's what made it such a facewrecker?) but it was that, combined with how tough the ship was from the front and that space marine crews were immune to morale penalties that made it really strong. Actually I think I might be mixing up the battle barge with the strike cruiser, which like the dauntless, was a cruiser, allowing for more of them, ridiculous armor, space marine crew, and the bombardment cannon, which now that my old brain gears are creaking into motion again, I think caused lots of critical hits. So being able to have several fast, heavily armored, mega crit causing cruiser fleets was a very strong build.
Like, boxes for infantry in Australia are $41, $48 and $69. If something is in the $48 bracket, wouldn’t an increase jump it to $69?
Or did they ditch the bracket idea?
Bombardment cannon have firepower like regular batteries but hit like Lances. Strike Cruisers can squadron, are fairly fast and absurdly tough, so they can easily get into the (relatively short) bombardment range and then combine their BC batteries like any other squadron combining firepower and effectively end up with what amounted to eight Lances each, or something like that. Bearing in mind that most battleships can’t muster more than about six in a given arc… The best/brokenest part being that they ignored the Eldar special save vs. Lances and instead took the regular Firepower column shift. Which, as every Imperial admiral will tell you is absolutely the best way to mess those pointy eared pirates up.
And yeah, the Dauntless had one of the best points-to-torpedo ratio in the game (technically the Cobra is better IIRC but it’s only Strength 2 so you can only get a 12-wide wave from a maxed out squadron) and was cheap enough that having six in a game wasn’t impossible and then you just dropped a 24-wide wall of don’t-go-there in front of whatever area you wanted to blockade. Fortunately they’ve fixed torpedoes now so Dauntless are merely quite good rather than game-breaking.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Going through the link it is mostly older models and big models. I saw a lot of AoS and then stuff like Raptors/Warp Talons which have been the same for a long time.
So, eight pages of that 38-page list are paint. (Edit: Whoops, nope! Started with paint and then moved on to other stuff, most of those pages are datacards and chapter-specific upgrade sprews, as well as chapter-specific Terminators.) It also includes every transport case and some hobby tools in the previous pages.
A lot of the 40k stuff going up I find it kind of hard to argue with, but most of the hikes seem to be on LotR/AoS stuff. A bunch of it is terrain that I don't think anyone bought anyway.
Basic troops choices going up feels kinda shitty, but a lot of those kits haven't gone up in quite a long time.
I saw a chunk of Necrons going up in price which was a bummer but I didn't get to the paint. I saw it while working so I wasn't able to really dig in. I was gonna finish looking through it tonight to see what else shows up.
I saw the wall of martyrs was going up in price which is a bummer. I like that terrain.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
They don't have the actual increase yet. The community article they talk about it in has a link to all the items that will be increasing in price so people can basically pick up stuff before it goes up.
https://www.warhammer-community.com/2020/05/21/heads-up-price-adjustment-new-releases/
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Jesus Christ
I went and panic bought two Hybrid sets and an Aberrant set, and threw in an Abominant.
Then went back to the GW site and saw the Australian flag had red stars. The prices hadn’t gone up.
I was on the NZ site. I panic bought a bunch of Genestealer stuff because I was in the wrong region.
I am a dumb. A dumb with a lot of new Genestealers. But still a dumb.
Also, holy shit sorry you pay so much fellow NZ bro’s.
I was planning on grabbing a couple of Start Collecting boxes for Trygons and Genestealers, I only want one more box of Hormagaunts to finish off my max size brood, and I'm not interested in more Gargoyles.
For Genestealer Cult, Neophytes are going up and I hear Jackal Alphus are as well. I was only planning on getting Neophytes via the next two Start Collecting boxes I got, though I do want a Jackal Alphus.
Also Start Collecting boxes don't appear to be on the list.
So this has had almost no affect on me or my buying habits.
Spoiled, because it's enormous.
Morthai is one of the things I do want to get as well as a couple of Melusai but is that the prices for stores?
There's such a weird disparity in price shifts there, if that list is USD. Some stuff going up by $1, others increasing by a third? The hell?
Okay, that kicks the cobwebs out. I really fell out of BFG after the Port Maw forums vanished - where do you find the current state of the rules these days? Did torpedo spreads get reduced to a single marker or something so you can no longer send light-year wide walls of ordnance across the board?
Unfortunately the local scene dried up around the same time the fan-revision stuff kicked in so I’ve not really played it for realsies. They did make all torpedo barrages fixed-width with a counter for strength though. And they keep waffling back and forth over whether Nova Cannon should be guess range or scatter weapons.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Essentially add a couple of “strategic” points or points of interest to the battlefield. 2-3, that you capture by ending your movement phase or turn surrounding.
Start the game where each side has 1 squad of a previously agreed value cap, possibly add a command unit to even them out
Then every 3-5 rounds you get to add some points value of models to the edge of the table, with bonus amounts depending on how many of the “strategic” points you control at that point in time
MWO: Adamski
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Ideally this system would be balanced against one team having to maintain a position so increasing reinforcement at the cost of tactical flexibility
MWO: Adamski
Could make for some long, drawn out games but also be a lot of fun.
Think this would be better off generating CP rather than actual units, but Gerbil's comment above is still a definite concern.
Did something happen? This is about DoW2 not 1 though.
Lots of time to think, not much time to play
In the PC game, this is balanced by the fact that whoever ends up holding more points has to make the difficult choice of spreading out to defend each (and hoping whichever gets hit can hold long enough for reinforcements to arrive), or trying to deathball and guess where the opponent is going. Meanwhile, the opponent can just concentrate their forces to take a point. Another risk of deathballing while playing defense is the other army drawing your force one way, and then sneaking a lone squad away to capture the point that's been left unattended.
But DoW gameplay resolves much faster, so a lot more can happen in a given amount of time. In tabletop you can't have as much back-and-forth, so I don't think that this kind of meta balance would work as well there.
The computer game also has fog of war, which the tabletop does not.
I love the rimworld/mining town aesthetic they went with. This little car looks so baller.
Building the Jackals now.
Will a fog machine negatively impact painted models?
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.