Not sure what to make of this. It seems a little hollow compared to the rules we already have. It does try to break from the norms of other kill teams but it still feels unnecessary. I still just want to say "Gangs aren't Kill Teams". The two can fight each other just fine but they simply don't operate the same way in the post battle sequence.Okay, I don't know where this is from, but I was sent this by a mate yesterday morning, so since I was spending the afternoon playing shadow war I tried out these rules and used my goliaths.
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I didn't know if they were balanced (heads up, they're not), but they are fun. My new goliaths were up against @DarkNwss nid warrior list, and his better halfs harliquins. They both had a few games under their belts.
As the single page doesn't explain what equipment lists, we used the NCE goliaths ones (and their skill tables access, but used shadow wars actual skills, subbing techno for guerilla). I started the gang using NCE costs, however after noticing after the 2nd game that the autocannon was 110 creds cheaper in the NCE, and there were various other discrepancies, from that point on I used SW costs. We also agreed that all my weapons had unreliable trait as it made the statistical chance to pass ammo rolls under SW make sense for underhivers.
So with those caveats out the way, my list is/was:
Heavy, heavy stubber
Heavy, Autocannon (costing 260)
juve, stub gun
The first game was a 3 way 3 for all, claiming loot in the middle. As we rolled sludge again as a sub plot, 2 harlies went down in their first turn. My guys managed to take 2 wounds off a warrior, and meltagun a harli. By the time we were vaguely close to the center and the loot, the harlies had one clown upright, with a fusion pistol, so promptly said 'if I cant have it, no one can' and vaped the loot.
My gang bottled fairly quickly, then 2 harlies stood up again, managed to kill a warrior or 2 before they finally gave up the performance and buggered off.
Next game was against the warriors, who brought a ravenor and a zoanthrope. I'd recruited another juve and a ganger with a boltgun and sword for this game. Overall it was me failing my second bottle roll, being down 3 juves and a ganger by that stage. However I will note I autocannoned his ravenor out, and downed his venom cannon toting warrior so he was taking tests before me, by a turn or so, but was never really looking on the backfoot.
After this game I appreciated the need for high impact and traded my last heavy's flamer for another autocannon (this one bought for 150). I also got another juve and a lasgun ganger. So now I'm up to 12 guys and the others are still capped at 5 and 6. However since my list has no spec ops, and I get a minimum of 1 cache per turn and can trade only 1 per turn for 100 extra creds, winning games for more has no incentive to my gang (other than win a campaign) to get more.
The lack of a maximum cap though means that after every game I am adding between 2 and 4 guys usually. I should add that my leader and one heavy have picked up scavengers by this point for an extra 100 creds after every game (averaging 270 to spend at this point). So onwards for my 3rd and final game of the day, against a solitaire.
This one ended with the colourless clown being finally 'downed' by my new ganger with a lasgun, who shot into the combat with a juve. The juve promptly stuck his knife in to pull the curtains down. Aptly this was his 3rd game so he became a ganger and promptly rolled up... true grit I think. Or whatever the new version is called, 6 on the ferocity table. I was down to 4 juves and that lasgunner left by then though, so my injuries were all fairly minor for the other 7 guys apart from my heavy stubber being captured. As it was late, and I didn't want to be limited if I play against 'not the harlies' I left him to his fate and bought a new heavy with a heavy stubber. I still have enough to buy... a ganger and a juve I think, as I ended up with about 300 that game. I also have 4 extra caches that I'll never use as I can only cash one in at a time and get a min of 1 per game.
So 2 losses and a win, and the gang will go onwards and upwards in numbers and skills from here. Sadly I can never get a specialist skill, have 4 other heavy models that I wont use (to be fair I might swap the stubber for a missile launcher at some point), and I suspect after a game or 2 more any game that allows my entire gang is going to be a pretty much landslide for me.
I intend on suggesting to @DarkNwss that we say my numbers rules are identical to orks, so I get more in raids and other ones, but I do cap out at 20 guys... otherwise I've only got 40 goliath models and will likely have used them all within another 5 games.
This is a WiP I have found out, got sent an updated version which has weapon lists and stuff. I'll see about posting that once I've worked out who it is writing it and getting their permission. But for those of us who might paly in a store, I suspect they will be happier to allow rules written for SW compared to bringing in a community edition necromunda rulebook to play against. It's just more options.It seems a little hollow
Yes... yes it is. I think the update might have capped them, otherwise we certainly will at ork-ish gang size numbers.No max on team size is HUGE
They really do. It's good because it means you don't mind that you have no high BS fighters or fancy sights/powerful tech. After 3 games they are a force to be reckoned with, I suspect they had pretty much capped out apart from adding more troopers with rifles/swords & pistols.gaining experience that fast.
Yeah that's pretty much it, a starting stealer cult or guard kill team are both better, and will remain a more elite feel (soo many BS 4 vets in a guard team!), but once you get up to 14 or so members you become the scavy esk gang, with a ton of cheap bodies.struggle a bit for the first couple of games, and then grow more and more powerful way faster than the rest
Good to see so many Eldar battle reports - for the longest time I couldn't find one, and here we have three in a row. And congrats on the strong performance against CM, who seem formidable.Do tell?
As soon as you mentioned this I started researching it.
I have another question? Can you be in overwatch, shoot, move, and hide? And then take your next turn to go into overwatch?As far as shoot and hide, since Eldar can move after shooting, and since you hide when moving, Eldar can shoot (perhaps breaking a previous hide) and then hide right after, as long as they have some cover. Everyone else breaks their hiding when the shoot, and then has to wait until the next round to hide again.
You can be in overwatch at the start of your turn, (call it turn 1) but if you move or shoot (in turn 2) you lose your Overwatch. You could then go back into Overwatch (on turn 3)I have another question? Can you be in overwatch, shoot, move, and hide? And then take your next turn to go into overwatch?
Yep, you basically forsake your entire turn for the ability to shoot your opponent in his.Wait, what? If you're in overwatch, you can shoot whenever your opponent's movement phase, that is all. So, no further move (!!), nor hide.
Basically, going into overwatch is giving up your own full turn for that miniature to give it possibility to shoot during your opponent's next movement phase, nothing more.