N18 House of Iron (General discussion)

I can't wait to get my hands on the book all the new rules sound like fun. I'm guessing the armsman will lack gang activation but the buffs he provide already makes him sound like an auto include.
 
  • Like
Reactions: BearsWillEatYou
I'm just holding out to see if the Armsmaster will include weapons other than the combat shotgun.
 
So much book keeping! Temporary skills handed left and right. Additional skills and abilities. Better have a low model count! Goliath was easier, everyone got T5 :p
 
  • Haha
Reactions: kendoka
I know that the train has already left, but I'd much prefer something to highlight how Orlocks act as a tight brotherhood when they fight. So you'd choose (or purchase) at the start of forming a gang what type of leadership your leader/champs provide - basically extra effects to group activations. Like adding movement to all fighters who group activate with that specific leader or champion, or perhaps adding +to hit in close combat, etc. Basically a buff that activates only when a group activation of at least 2 models is done and works until the end of those activations.
 
The Arms master is interesting. Looking at the models they have shown, it seems they didn't go with the melee only approach for specialty champions like they did with the two previous house of gangs, but rather gave him options for either shooting or melee. But it's hard to judge him before knowing his stats and weapons options.

His built-in ability is fairly nice. A straight up bonus to bottle tests means you will be able to hold the line with a small elite gang even after having taken a casualty or two. The other part (Nerves of steel) requires him to activate early in a round, so it's more situational. And the range of 6" makes it even more difficult to make good use of.

The Arc hammer, if it's priced correctly, should see some use. Just under 50 creds seems fair. The stat line is similar to that of an Arc welder, although the welder's AP wins that fight. Versatile (1") is completely useless, as the rules are written right now.

Cyber-mastiffs are garbage. 100 creds for a mediocre stat line is way too much. Their special rule isn't very impressive. If you want to protect one of your champions from enemy close combat assailants, buy a Ganger with a Boltgun (currently 110 creds) and have him shoot at anything that comes close to you.


Wreckers could potentially be super good. If they get access to basic weapons, that is. Judging by the models, and the route GW has gone with prospects in the two previous books, they will probably be limited to close combat weapons and pistol. In that case, they will not be nearly as good, but probably still useful.

The Jump boosters themselves are way better than I had expected. The fact that there is a safe mode that simply adds 3" to your move and a ton of extra mobility is awesome. And the overcharge option is there if you want it (which most of the time you don't).


The Legendary names concept sounds interesting, but it's hard to say anything without knowing what they cost.
 
Cyber-mastiffs are garbage. 100 creds for a mediocre stat line is way too much. Their special rule isn't very impressive. If you want to protect one of your champions from enemy close combat assailants, buy a Ganger with a Boltgun (currently 110 creds) and have him shoot at anything that comes close to you.
How much would you price a cyber-mastiff to be more "fair"? Or would you say that they need a rework of their anti-Coup-de-Grace ability to be an option?
 
How much would you price a cyber-mastiff to be more "fair"? Or would you say that they need a rework of their anti-Coup-de-Grace ability to be an option?
It depends on whether they are pets or not. If they are limited to staying within X" of their master, then they are nothing more than that crappy ability (and perhaps a meat shield at times).

If they are free to roam, then they are the equivalent of a Juve with better WS, but without the ability to take any weapons. So, say 25-30 creds.
 
How much would you price a cyber-mastiff to be more "fair"? Or would you say that they need a rework of their anti-Coup-de-Grace ability to be an option?
It is interesting that the Hardcase Cyber Mastiff, which became a 0-2 house list item for Enforcers with the Scrutinator-Primus Servalen rules, is both much cheaper (only 70 creds) and appear to be much better: +1T, +1A, 7+Wil, though also 8+Ld. They also have the Faithful Protector rule, along with the Tenacious (if taken out of action, first complete activation) and Hardcase (counts as Light Carapcae and Respirator) special rules, and has a Shock Bite weapon (S, AP-1, Rending & Shock Melee attack).

Of course we don't know all details yet, the Orlock Cyber Mastiff may have more special rules or a good weapon, but it seems unlikely.

That said, costs should of course be viewed in the context of the gang as a whole, and Orlock should now receive a lot more tools than what the Enforcer have, for the moment.
 
There is no reason to assume it will be any different from its GotU version, is it?
Previous re-release of pets introduced no change, and everything we've seen for the current pet is also unchanged.

All true, but so far we also haven't seen a new plastic release for a unit already available in Gangs of the Underhive, so I would say anything is still possible. But based on the previews, I highly doubt anything as good as the Hardcase special rules will be included.

By the way, on top of all I mentioned already, the Hardcase also appears to have the Threat Response skill as standard, which makes him amazing, in my view. I certainly will be getting a few Orlock Cyber Mastiffs to be "requisitioned" as Hardcases by my Enforcers.
 
  • Like
Reactions: TopsyKretts
It depends on whether they are pets or not. If they are limited to staying within X" of their master, then they are nothing more than that crappy ability (and perhaps a meat shield at times).

If they are free to roam, then they are the equivalent of a Juve with better WS, but without the ability to take any weapons. So, say 25-30 creds.
They have a small upside compared to Juve, they don’t count towards bottle test and pets allow exceeding scenario’s model limitations. Still, for 100 credits it is just silly...
 
Threat response requires the fighter to be ready. I've tested some games with a leader and robodog with dual threat response. But as soon as they activate, that skill is useless.
 
Threat response requires the fighter to be ready. I've tested some games with a leader and robodog with dual threat response. But as soon as they activate, that skill is useless.
Fair enough, but still a nice bit of insurance/charge deterrent as long as the Hardcase owner hasn't been activated. Probably best that way too, as otherwise I feel the Hardcase would be far too good a deal for 70 creds (and it's already pretty good, in my view).

Also, the Enforcer rules don't restrict the Hardcases to any particular fighters, and the Threat Response rules don't specifiy it needs to be a reaction when the owner is charged (but rather any friendly within range), so you might just buy them for fighters you'd usually activate last.