
loop388
u/loop388

For context, I am not a new 40K player, but I haven’t played consistently since 9th. I’ve been doing a lot of Horus Heresy and Old World in the meantime, but a lot of my local group is planning on running 11th, so I’m back.
I played a game with Scintillating Legions+Cavalcade of Chaos against Berserker Warband recently and got absolutely stepped on. My list, roughly, was Kairos, LoC with Neverblade, foot Herald and disc Herald in with two units of Pink Horrors, a max Flamer unit with an Exalted Flamer, Soul Grinder, 2 War Dog Brigands. I lost the LoC, Horrors, and half the Flamers to the 60 Khorne Berserkers by the end of T1 and called it there. The fact that I was running Priority Assets
A few friends and I ran an ‘evil’ campaign in WHFB RPG 2nd a few years ago, and it kinda trailed off because the party didn’t really have a cohesive goal in mind. I DMed, but was new enough that I didn’t have a real story for them beyond “go forth and do things that make the gods give you cool stuff”.
Black Crusade caught my attention because, with the corruption/infamy mechanic, there’s an actual timeframe and goal that all players start with. I was thinking I might reattempt the evil campaign, but with a more concrete goal and backstory for all the characters. As interesting as becoming a Daemon Prince is, however, I think my friends might be more interested in the immediate feedback of
I’m looking at possibly starting a Black Crusade campaign with friends in the near future, and reading through the books, I have some concerns over the balance between the archetypes. I know Space Marines and humans tend to be a little unbalanced between each other, and I’m cool with that, but it seems like a lot of the archetypes in the expansions gets more rules.
The Idolitrex Magi, for example, seems to be a combination of the Heretek and Psyker archetype, on top of characteristic bonuses not included in the core archetypes. Additionally, they have two abilities for the archetype, instead of the core one. The only thing the Magi is worse at, as far as I can tell, is its powers are Bound
One of the recent issues my local group has been working through is how much terrain and what types to set up on the board to create a good experience for the players. Complicating the issue is that most people tend to skew pretty hard into either shooting or melee, which creates a divide of people wanting more or less terrain.
In short, what are the things/guidelines you and your group use for terrain set up? I’m not asking for the 40k tournament standard stuff, just what seems to work for you all. For example, my group has been experimenting with the Buildings in the core book, and agree that Large buildings anywhere near the midboard give too much of a benefit to melee units. It’s basic
Calling it now, we’ll get a stat block for them and a recommendation to use the Jade Warrior and Empire Missile Troops to kitbash. Cathay’s only army of renown is a mixed force pulling Empire units in like Bretonnian Exiles. I’d put money down that they’ll get Handgunners as an option, giving Cathay players a reason to have the crossbow bits.
I could also see them giving us Crane Gunners, with a recommendation to use the bits from the Lantern. You know, because that’s an economical and efficient way to get the unit.
As title. Trying to decide if I want to run a dual disintegrator pistol Moritat, and the rule for Chain Fire makes it seem like he just stops shooting if he rolls a 1. Does Gets Hot still activate as normal?
As title. I’m curious what encounter you ran or ran into was designed to be incredibly simple, but was somehow made into a massive ordeal for whatever reason.
For example, I ran a modernized DnD campaign where the party was investigating a government conspiracy. Part of their investigation led them to what they assumed was a secret research facility, but the interior looked like a standard water treatment facility. The door to the secret lab was hidden inside a water tank, which looked similar to those large propane tanks. The end cap turned about a quarter of the way to the right, and then you could pull it out and reveal the door. I expected this to take maybe five minutes of searching a
Anyone familiar with how Age of Sigmar or 40k narrative play works knows what I mean by Path to Glory or Crusade. Essentially, it’s a framework where players can create small armies, play against each other, and gain abilities and new units in a narrative structure. Casualties and important deeds are tracked and have an effect on the characteristics and abilities of different units, encouraging players to focus on narrative goals instead of just scoring points to win a single game.
Does WHFB have anything, official or unofficial, like this? I found rules for WHFB 6th Path to Glory, which is the exact same concept but exclusively for Chaos players. It’d also take a lot of work to update som
As title. The rules for the chariot say a Beastmaster Crew can fire it, but there’s no mention of any interaction when there’s a Beastmaster on it. I’m assuming I can’t, but I’m hoping I can use the Beastmaster’s much higher BS for the shot.
Artificer is one of my favorite classes, and I want to try running each of the subclasses. I’ve already done artillerist and battle smith, and armorer seems straight forward enough, but what’s the role an alchemist is supposed to play? The experimental elixir doesn’t seem worth the spell slots, other than maybe the pseudo-bless option, and most of the other class options seem to be geared to making the subclass a healer/support. None of them seem particularly impactful though. Is there a rules interaction I’m missing, or is Alchemist just not that good? If anyone’s run it before, what was good and bad for it?
To be clear, I’m not asking for the meta net-build of the class. I don’t need it t
I booted up SM2 to play the new operation, and ran into a few issues. I got an error message on loading into the lobby, N-2, but the game worked fine. Initial run was fine, no bugs or anything like that, but then one of my friends came online and asked to join. I hop back to the lobby, he joins, and we start the hive tyrant mission. As we’re loading in, I notice text in the top right saying “mods detected”. Once fully loaded in, I’m booted from the mission, because I have ‘mods’ on, and get the option to close the game or play offline. Attempting to reload the game gives me the same error message, and redownloading the config file doesn’t help.
Here’s the kicker. I don’t have any mods inst
I’ve been working on a fantasy setting, mostly for my own use, possibly for RPGs in the future. It’s roughly similar to a D&D setting at this point, the world is still in the early stages of development. The main points I wanted to guide the worldbuilding process was an in-depth and impactful magic system, relations between different species and nations and how those impact life at the individual level, and the idea of gods using apostles (specific individuals who are granted a higher level of magic) to affect the mortal plane. I feel like that’s more than enough at this point without over complicating it and throwing too many systems into the mix.
But then I had a thought. One of the race
Alright, I’m looking to do a modded Archaon the Everchosen campaign, with the end result being having the map fully painted. There’s just one thing bothering me once I get going. Grand Cathay is gone, the Dark Elves are half dead, the Empire has been pushed back to Altdorf, etc. I remember there was a mod a while ago that prevented AI factions from being entirely wiped out by the AI, only players could destroy them permanently. Anyone know what that was called? Alternatively, I’ll take a mod that allows the player to selectively boost certain AI factions. Thanks in advance.