Warhammer 40k

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I thought the new Kill Team was Vespid vs Scions. Where did this come from?
They already had them laying around so they tossed them together.

It's the Space Marine Heroes wave 3 and wave 4 "buy a box with a random sprue inside" stuff from Japan. They probably either have a bunch of leftover stock, or want to make better use of the molds now that they're not selling in Japan anymore.

(Remember, GW absolutely wants to push towards a Magic the Gathering business model someday.
 
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Killteam starter kit with both blindbox yapannese teams and MDF terrain, retvrn to the sovl of 2nd edition
I fucking hate the stupid symmetrical board designs they go with. I hate all the tourney fags that have the same uninspiring terrain because it’s “fair” and “balanced”. At least Into the Dark and boarding action kept it interesting, but from a narrative setting it’s just bland. Like I want a battlefield that tells a story.

Also I’m pretty sure those plague marines are a new design.
 
It's the Space Marine Heroes wave 3 and wave 4 "buy a box with a random sprue inside" stuff from Japan. They probably either have a bunch of leftover stock, or want to make better use of the molds now that they're not selling in Japan anymore.
While that's kind of a good thing, it's also creating confusion? It's bad enough that I have to research every GW kit to make sure it's not a rip off (most of them are). I thought they were making the right moves with Killteam, but I guess not.
 
hate the stupid symmetrical board designs they go with. I hate all the tourney fags that have the same uninspiring terrain because it’s “fair” and “balanced”.
This is clearly meant to be one of "baby's first" products, as well as a way for people to collect the sculpts without paying out the nose. While you could set up the terrain to be perfectly symmetrical, you dont actually have to. Having any way of meaningfully blocking line of sight is whats relevant, and new players will not be budgeting out actual terrain till they are much more invested in the hobby. The other option for them is the classic soup cans, packing boxes, and text books, which is its own beautiful thing but not quite glamorous
Any educated guess on that starters price?
rumors said it will mirror the warcry starter box, so 110ish

Having the lowest to the ground boxset be marines vs marines is a good thing, when new players think 40k they think marines, not helldivers and halo covenant aliens. I would prefer there was more though, perhaps a building with a proper 2nd floor for teaching how vantage works in killteam
 
Also I’m pretty sure those plague marines are a new design.
They're literally just the space marine heroes series 3 blind box set from Japan from 5 or 6 years ago. The ultramarines are another blind box set that's had KT rules for a few months now. "strike force justian" or some shit.
 
This is clearly meant to be one of "baby's first" products, as well as a way for people to collect the sculpts without paying out the nose. While you could set up the terrain to be perfectly symmetrical, you dont actually have to. Having any way of meaningfully blocking line of sight is whats relevant, and new players will not be budgeting out actual terrain till they are much more invested in the hobby. The other option for them is the classic soup cans, packing boxes, and text books, which is its own beautiful thing but not quite glamorous
I never get why people pay all this money for terrain I literally make all of mine out of recycled construction material people always impress on how nice it looks I tell them it's just some spray paint and construction lumber
 
I've said as much in this thread before, there is absolutely a place for narrative wargaming, even in 40k still. The problem is most grown adults aren't willing to commit to something like a crusade league that requires coordination and playing every couple of weeks. Those same players will complain about balance changes, not being able to just park all of their units on the deployment line and getting smashed if they don't go first(I've seen multiple youtube people complain specifically about this in the past few months now, first Goobertown and more recently Valrak of all people). But these same people were happy with armies not getting updates for 5-10 years at a time(because it wasn't theirs being ignored) or busted unit combos that never get addressed(because they had the busted combo). I don't think the problem is necessarily narrative vs competitive players(and I've also seen casual players balk at using competitive terrain layouts, but then whine when their melee army gets obliterated before making it across the board because they didn't use enough terrain), it's that narrative honestly requires MORE effort than comp, but the average casual player just doesn't have the time or doesn't want to get in a game more than twice a year. Not willing to accept they're busier in their 40s than they were in their teens? Maybe, but I don't know. With some of the weird shit I've heard people specifically try to call out about 9th and 10th edition tournaments and narrative, I doubt some of the people with these complaints were ever getting games in regularly in the first place in whatever edition their hey-day was.
This really summarizes why competitive gaming is what people gravitate towards. Building a narrative is fun in DnD when you are basically along for the ride, and no one is trying to win. Once your game has a winner and a loser you immediately cause conflict between who is allowed to have fun. Sure your story about a stranded unit of Space Marines fighting a hopeless battle against the Tyranids might be dramatic and flavorful, but who has to be the sucker who spends the whole game taking models off the board and seeing every action get negated? A competitive game means that any two players can meet and pick up a game because they are already working under the same agreed rules. I could make a board that looks pretty in pictures, or I could fill it with only ruins and actually enjoy the game. I don't know anyone who wants to fuck around with stairs, catwalks, hills, or buildings since being higher up provides literally 0 benefit unless you are on the second floor of a ruin. Even with GW tuning down the lethality of the game, cover bonuses are nothing compared to not getting shot at all. It just makes more sense to copy a tournament layout rather than waste your time trying to figure out the perfect balance between shooting fish in a barrel, and waiting until your opponent chops your head off.

The flavor should come from the rules. Unfortunately 10th edition has standardized so many rules that armies aren't able to shine. They are so afraid to make anything exceptional that they also ground away any edge. There are a few minor instances where I can see the rules reflecting the lore. Space Wolves have Krom Dragongaze that makes someone visible and in range take a battle shock test. I know it's also not unique but I can see what this rule is trying to represent. The character glares at someone and his stare alone can cause them to shake in fear. It's simple and adds flavor to a character. But what flavor is Space Marine Lieutenants give lethal hits? He gives lethal hits because that's what the rules say. This rule could and does go on absolutely anything and we've just arbitrarily decided that's what the Lieutenant do.

If we want to marry narrative play and competitive play we need to resolve this conflict. We need narrative play to be easy. Anyone should be able to pick up a game and effortlessly create a story together through play. Likewise competitive play needs to be more than numbers on paper deciding whether the roll of a dice is successful or not. Sometimes competitive needs to be ok with things being unbalanced. They can, and should, work together.
 
If we want to marry narrative play and competitive play we need to resolve this conflict. We need narrative play to be easy. Anyone should be able to pick up a game and effortlessly create a story together through play.
People can, they're just lazy and want GW to do it for them. But then they look at something like crusade, and whine that it's too much bookkeeping. Ok, fine play the missions in white dwarf and shit, no they won't play that either. Make up their own missions? Nope. GW used to do narrative series of books, people bitched endlessly about it(because of the rules and adding to the list of shitty books to need to buy) so GW quit doing that. These people don't know wtf they want.
Likewise competitive play needs to be more than numbers on paper deciding whether the roll of a dice is successful or not.
I'm not sure what it would be at that point. We're talking about a game revolving around resolving conflict with a diceroll. The dice roll is going to be a determining factor.
Sometimes competitive needs to be ok with things being unbalanced.
Absofuckinglutely not. The entire reason why competitive 40k has taken off while casual players who rarely play demanding a narrative(but can't shit or get off the pot), is due to having balanced map layouts where there's an opportunity for combined arms, shooting, or melee armies to work. That updates happen so there isn't just a hope that you bought into the right set of lucky models to have a broken mechanic for the next 3-6 years, and so on.

The flavor should come from the rules. Unfortunately 10th edition has standardized so many rules that armies aren't able to shine. They are so afraid to make anything exceptional that they also ground away any edge. There are a few minor instances where I can see the rules reflecting the lore. Space Wolves have Krom Dragongaze that makes someone visible and in range take a battle shock test. I know it's also not unique but I can see what this rule is trying to represent. The character glares at someone and his stare alone can cause them to shake in fear. It's simple and adds flavor to a character. But what flavor is Space Marine Lieutenants give lethal hits? He gives lethal hits because that's what the rules say. This rule could and does go on absolutely anything and we've just arbitrarily decided that's what the Lieutenant do.
Sure, but what did we have previously to this? every army having one of 16 variations of deep strike? How many different ways do we need to list that something gets an extra hit on a 6? Let's look at necron tesla weapons.
10th: Sustained hits 2
9th: Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Now you could argue that you would need to know what sustained hits means. Sure. But once you know that, you don't need a full sentence on every weapon profile in the game that has a variation of it being 1, 2, or 3. Here's another example, power fists (captain in terminator armor)
10th: WS 2
9th: When resolving an attack made with this weapon, subtract 1 from the hit roll.
I'd rather just see that the thing hits on a 3 or whatever it's supposed to be rather than a sentence of text to tell me that it's different than the model's normal WS. That isn't "flavor".

You mentioned lieutenants giving lethal hits. Ok, that alone you're right it isn't any kind of flavor. But what else do they do?
10th: gives lethals to the unit they're attached to, and "Target Priority: This model’s unit is eligible to shoot and declare a charge in a turn in which it Fell Back."
9th: can't even lead a unit. "Angels of DeathCompany Heroes: If your army is Battle-forged, then for each LIEUTENANT unit included in a Detachment, a second LIEUTENANT unit can be included in that Detachment without taking up an additional Battlefield Role slot." Whoopdeedoo, there's no flavor in that either. "Tactical Precision (Aura): While a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1." That's just a reroll wounds of 1 aura, so not even reroll all wounds.
8th: "Tactical Precision: Re-roll wound rolls of 1 for attacks made by models in friendly <CHAPTER> units whilst their unit is within 6" of this model." Ok, so that's all they get unless you buy them a jump pack, because the other rule is just that they don't need to be in coherency with anything because they still can't lead a unit. "Company Heroes: During deployment, every model in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each model is treated as a separate unit."
And before that, they weren't a thing. But my point still stands. There was nothing flavorful with the rules for lieutenants any moreso than what they currently do in 10th. If anything I'd argue that having the ability to screw up your positioning and letting your lieutenant get sniped or taken out with precision in melee, removing the ability for the unit to fall back and charge actually deals more of a blow to the unit's effectiveness narratively by losing it's officer, than having a lieutenant get taken off the battlefield in previous editions where even an aura could affect multiple units in range.
 
lol, I don't know to be honest. Dark gray, light gray, green, and white? You're right about the black, but to me most people's idea of trying to paint black just looks gray, rather than looking black if you get what I'm saying especially when it comes to vehicles. Pouches, belts, etc you can do as a leather color, a dark leather would make sense without being ridiculously garish and that'll get you some more color. Wooden stocks on some guns too perhaps? Real world armies don't look like a rainbow, but there's still color on various objects especially if you start looking back to korea and ww2 as well as some african conflicts.
I fucking hate "McDonaldizing" colorschemes cause they're always super saturated. You could easily make a dark green/pale wooden/purple accented look for a KF marine, but in reality you'd end up with >thin your fucking paints or a harlequin look. You see it constantly with tranny-coded minis, granted 40k is kinda saturated in its colorschemes. Bright red etc, when in reality it'd be darkened and mute.
 
Redditors are screeching over SM2 mods.

The pain of redditors is the Emperor's currency, mint it freely.
Kek I was just looking at that. And it's only this loud, even though they've been crying about mods since they first started showing up, because the dude who made that sickass kitbash mod made a thread.
I know it's reddit but I swear the SM2 sub is extra faggoty and soft.
 
Kek I was just looking at that. And it's only this loud, even though they've been crying about mods since they first started showing up, because the dude who made that sickass kitbash mod made a thread.
I know it's reddit but I swear the SM2 sub is extra faggoty and soft.
That's what they're mad about? Jesus, what a bunch of speds.
I thought the game was dying already tbh. The one guy I know who was into space marine 1 pvp said all the good players and clans already abandoned the game.
 
That's what they're mad about? Jesus, what a bunch of speds.
I thought the game was dying already tbh. The one guy I know who was into space marine 1 pvp said all the good players and clans already abandoned the game.
They've been complaining about people using mods since the start. Particularly weapon-unlock mods that let you use any weapon with any class and of course actual cheats; which aren't being showcased at all. So yeah its pretty much people just crying about cosmetics and weapon swaps in PVE since I've only ever seen like 2 or 3 videos of cheaters but dozens and dozens of "IS THIS BULWARK USING THUNDER HAMMER IN INFERNO OP?!?!" type shit. Bunch of speds indeed.

And yeah, I'm still firm in my belief the game isn't gonna last 6 months at this rate. And the community is gonna have a big part in that. With a healthy dose of GW being dipshits about "muh lore" in dumb ways, of course, and Saber being stubborn and biting off more than they could chew.
I'd like to be wrong because there aren't any other games, besides SM1, where I can play Astartes dress up and crush skulls like this, but I'm not holding my breath.
 
I never get why people pay all this money for terrain I literally make all of mine out of recycled construction material people always impress on how nice it looks I tell them it's just some spray paint and construction lumber
This is why terrain is second to building soldiers as my favourite/most interesting part of the hobby. These days it's easier than it's ever been, and harder than it's ever been. It's easier in that there's more resources available. It's harder because common waste like lolly sticks and match sticks are basically non-existant, and most arts and crafts shops have gone the way of the dodo too. It's strange to me that supplies like that are now the domain of big corpo playsets.


who has to be the sucker who spends the whole game taking models off the board and seeing every action get negated?
This is a problem with rules. I've heard it described as a "feels bad" rule. Imperial knights are this. Either your enemy brought a tailored all anti tank list or they didn't. The game is decided before it hits the table.

I don't mean to keep going back to DnD, but it's a perfect example. In 5e they added a bunch of mechanics to the game, then gave players the means to turn it off. Running a survival campaign? Watch everyone bring a warforged or goodberry. By the time 5e waned in popularity, a common complaint online was a DM shortage. In 5.5/OneDnD, they added a bunch of abilities designed to piss off DMs. Even advertising them as "your DM is going to hate this!".

This design ethos seems to have infested 40k as well. From what I gather from YouTube, a lot of armies have "gotcha" rules that are designed to punish players who don't know every army inside out.

The flavor should come from the rules.
Yes, they should. And did, for a time. But things like template weapons and scatter dice made sweaty players mad.

When I was looking up 3rd edition, I was surprised that invul saves weren't a thing at first. What's more, power weapons ignore armour. That's pretty flavorful imo.

Once your game has a winner and a loser you immediately cause conflict between who is allowed to have fun.
Back in my day, every game ended with a handshake. This was meant to show there's no hard feelings, even if it was completely one sided. There was also a reputation back then that Ork players were the best, because you never saw a salty orc player. They were always there to have a good time. If they lost, they'd take it well. If they won, it was often funny for the losing player.

To put it another way, you don't see people refusing to play poker because 5 of the 6 players won't win the game.

A competitive game means that any two players can meet and pick up a game because they are already working under the same agreed rules. I could make a board that looks pretty in pictures, or I could fill it with only ruins and actually enjoy the game.
These aren't mutually exclusive. Narrative rules can be simple, or complex. It can be as simple as a straight up default mission with head canon being optional, or it can involve complex bespoke rules. Sure, you should try and make it balanced if you can, but at some point you should decide where fun is.
 
This is a problem with rules. I've heard it described as a "feels bad" rule. Imperial knights are this. Either your enemy brought a tailored all anti tank list or they didn't. The game is decided before it hits the table.
It's not just Imperial Knights, but it's a few other armies and rules. Anti-pskyer and anti-daemon are weapon abilities that are either completely useless or completely shut down your opponent. Fly is another keyword that is extremely niche offering almost no benefit, but if your opponent happens to bring a tank with an anti-fly weapon your units might get screwed. Terminators with invuln saves are another feels bad rule where, unless you brought something that deals mortal wounds, you're probably waiting for your opponent to roll a 1 on their armor save.

Rules gotchas are more an issue of etiquette. Yes they do exist where you think you're smart and deep striking into charge range, but suddenly your opponent is allowed to move his character behind a building, or you think you can fall back but then your opponent pulls out a stratagem that says no you can't. What is common courtesy between players is that at the start of every game you declare what your army can do. If I'm playing Retaliation Cadre I'm going to make sure my opponent knows that I can Deep Strike within 3" of their models with a stratagem. You should also remind them of rules during a match when you see them clearly attempting a play that you know is not actually possible because of your special rule. Don't wait until your opponent carefully sets up all their models to see your Epic Hero to snipe them from across the board to remind them that actually they have Lone Op and can't be shot at. Also don't fuss about precise positioning of models. If your opponent is clearly trying to use cover, or place their models a specific distance away don't wait until after to say "um actually you accidentally left the rim of your model's base in the footprint of the ruin so I get to shoot you". You should ask "are you intending to block line of sight?" or "how far away do you intend to be?".
Back in my day, every game ended with a handshake. This was meant to show there's no hard feelings, even if it was completely one sided. There was also a reputation back then that Ork players were the best, because you never saw a salty orc player. They were always there to have a good time. If they lost, they'd take it well. If they won, it was often funny for the losing player.

To put it another way, you don't see people refusing to play poker because 5 of the 6 players won't win the game.
When I say it causes conflict I don't necessarily mean two people arguing. Conflict means that one person's enjoyment must come at the expense of the other. I enjoy shooting and killing models, but that means you have to deal with removing models off the board. Since both players want to win, they necessarily have to try to hinder the other which creates an unenjoyable experience. This might be so minimal that it's not even an issue. Playing Chess andlosing a piece causes almost no friction because of how quickly the game moves, and losing pieces is part of the strategy. But even in Chess if you played someone and you never captured a piece the whole match you would probably agree that there really wasn't any point to playing.

The goal is to minimize how bad it feels to lose. Some people are able to go into a game and just want to see what happens. That's great if you can. Most people would rather a game that feels challanging but not impossible. One of my friends is the most laid back guy you could ever meet, but in a recent game he rolled extremely low across the board, and his opponent was rolling hot. by the second turn he had lost most of his army, held no points, had no CP because every ability and strategy he attempted simply failed and fizzled out. Even he said, I know this isn't your fault but this really feels like I'm just getting bullied and I'm not having fun watching you play single player Warhammer. There is a limit to how much failure people are willing to tolerate before they start to question if it's even worth playing. You need to at least feel like there is a chance to do something. Even if you can't win you want to participate. You want to feel like you lost because you misplayed, or your opponent outsmarted you. Losing because for some reason you always roll 1s isn't fun for anybody.
 
This design ethos seems to have infested 40k as well. From what I gather from YouTube, a lot of armies have "gotcha" rules that are designed to punish players who don't know every army inside out.
Even at a tournament, you discuss that before the game. That's simply good sportsmanship.
Back in my day, every game ended with a handshake. This was meant to show there's no hard feelings, even if it was completely one sided. There was also a reputation back then that Ork players were the best, because you never saw a salty orc player. They were always there to have a good time. If they lost, they'd take it well. If they won, it was often funny for the losing player.

To put it another way, you don't see people refusing to play poker because 5 of the 6 players won't win the game.
Still happens(the handshake, and the orc players basically always being the retarded kid in class that's always happy no matter what's going on). Again, it's a matter of good sportsmanship. Repeatedly bad sportsmanship? That starts earning you a boot from your local group as no one wants to play with you anymore, and even the TOs for the local RTTs might decide to drop your ass.
Rules gotchas are more an issue of etiquette. Yes they do exist where you think you're smart and deep striking into charge range, but suddenly your opponent is allowed to move his character behind a building, or you think you can fall back but then your opponent pulls out a stratagem that says no you can't. What is common courtesy between players is that at the start of every game you declare what your army can do. If I'm playing Retaliation Cadre I'm going to make sure my opponent knows that I can Deep Strike within 3" of their models with a stratagem.
That's exactly how you're supposed to do it. "Hey, have you played against this army before? Ok, let me give you a brief rundown" or if you don't want to hear it because you've got more experience with the game, you can just ask if they've got any out of phase moves, shorter deep strikes, etc. And this is also why a handshake before the game is a part of sportsmanship. Even when you're on the clock, it doesn't take forever to explain something like army rules for chaos daemons, and their daemonic incursion detachment ability.
You should also remind them of rules during a match when you see them clearly attempting a play that you know is not actually possible because of your special rule. Don't wait until your opponent carefully sets up all their models to see your Epic Hero to snipe them from across the board to remind them that actually they have Lone Op and can't be shot at. Also don't fuss about precise positioning of models.
For a casual game, absolutely. Tournament, that's up to you and I'd say it's a matter of reading the room. If you find out you're in the 3rd game of the day and your opponent is Timmy the local 12 year old player who has been getting their shit wrecked the entire time, or random new guy who is just happy to be playing and doesn't stand a chance with whatever silly list they brought, then sure actually go over some of that with them during the game.
If your opponent is clearly trying to use cover, or place their models a specific distance away don't wait until after to say "um actually you accidentally left the rim of your model's base in the footprint of the ruin so I get to shoot you". You should ask "are you intending to block line of sight?" or "how far away do you intend to be?".
That's playing by intent, and it speeds shit up. Also means sure, if I put something from reserves onto the board via deepstrike 9" from your stuff, and if we measure it and it happens to be 8.8" well it doesn't matter since it needed to be 9. It also means you're not in rapid fire range for your 18" rapid fire 2 gun, and so on.
The goal is to minimize how bad it feels to lose. Some people are able to go into a game and just want to see what happens. That's great if you can. Most people would rather a game that feels challanging but not impossible. One of my friends is the most laid back guy you could ever meet, but in a recent game he rolled extremely low across the board, and his opponent was rolling hot. by the second turn he had lost most of his army, held no points, had no CP because every ability and strategy he attempted simply failed and fizzled out. Even he said, I know this isn't your fault but this really feels like I'm just getting bullied and I'm not having fun watching you play single player Warhammer. There is a limit to how much failure people are willing to tolerate before they start to question if it's even worth playing. You need to at least feel like there is a chance to do something. Even if you can't win you want to participate. You want to feel like you lost because you misplayed, or your opponent outsmarted you. Losing because for some reason you always roll 1s isn't fun for anybody.
And this is why balanced terrain setups are actually important. No one wants to lose a game because a dice roll said they got fucked on the bad side of the board with zero cover for their black templar army to move from cover to cover up the board, and honestly most people don't want to win that way either.
 
First big content drop is coming for SM2.

One(1) new Tyranid operation, with a fuckin Bio-Titan as the boss? The Hive Tyrant felt like a stretch as is, along with fighting off like 6 Warriors and a Lichtor at once, and the big Chaos bosses were just boring "shoot the weak spot" snore fests. So not really sure how you can make a Bio-Titan boss fight fun and believable within the rules set by the game.

Also officially announced one(1) new weapon for the content drop AFTER this one: A Volkite pistol. Which I think I can correctly assume will function identically to the plasma guns and Las Fusil. Mediocre uncharged damage but melts through enemies and ammo if charged. Will be the only worthwhile sidearm for whatever class(es) get it just like the plasma pistol.

And the Dark Angels cosmetic pack is coming. A champion skin for some weapons and the Bulwark that you can't alter, just like the Ultramarine armor skin for Heavy, and some generic DA pieces for everyone. Seems some of the pieces come with hoods/tabbards for other classes or that maybe the armor customization is more modular? Idk.

There's that for anyone who cares.
 
For a casual game, absolutely. Tournament, that's up to you and I'd say it's a matter of reading the room. If you find out you're in the 3rd game of the day and your opponent is Timmy the local 12 year old player who has been getting their shit wrecked the entire time, or random new guy who is just happy to be playing and doesn't stand a chance with whatever silly list they brought, then sure actually go over some of that with them during the game.
I guess I can understand in a tournament setting if you're reaching the finals maybe you play a little sweaty to win. Wargames are kind of unique in that in any other game if you see your opponent fumble and you know you can easily negate it you would keep your mouth shut and let them mess up.
 
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