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WarpStrike 40k Skirmish Campaign rules! Updated 2016-06-21

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PostPosted: Sun Oct 03, 2010 4:21 am 
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Played a really fun game of Warpstrike today - Sisters of Battle against Chaos Marines.
Both were new warbands, Sisters had 8 models, Chaos 7 models.

The Chaos gang was geared towards shooting, with several bolters and a plasmagun. Sisters were carrying bolters mainly, with a sngle flamer and a plasma pistol. Both players fielded some nifty close combat gear.
Lomg range shooting was fairly even; soon there were a few flesh wounds on either side.
By the time the models were closing in, the Chaos team was able to skip the move phase and shoot in rapid fire mode. The sorcerer added his psychic power to this withering fire, routing the Sisters of Battle in turn 6. The game saw no close combat at all.

What have we learned?
Warpstrike plays very smoothly and is a really fun way to deploy your models-of-old in a new way.
Stat-and-pointcost-wise, Chaos and Sisters are nicely balanced. The rapid Fire skill, that all chaos warriors get for free, tends to unbalance the set-up, though.
Sister's Acts of Faith are rather good as well, but need more games (and XP) to build up. We'll see if the future, after some more games, will show more balance.
We prefer to play the scenarios without tyranids. We'd rather play with or against a tyranid warband, than with the randomly apearing nid-NPCs.
For the next game, we need to find a sister model without a bolter, but with 2 boltpistols. This calls for some hefty converting on one of these metal-only sisters!

Anyway, we had a fantastic time and are already planning the next game for the near future.

Btw, Bloodaxe Kommados list Nerves of Skills instead of Nerves of Steel. Something to correct in the next revision?


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PostPosted: Sun Oct 03, 2010 6:30 am 
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Thaniks for the report! I'm glad you had a good time playing!


I've discovered it is difficult to get into close combat as well. I've found that a Presidium Protectiva is priceless for getting your girls up close, if you can find one. I've got a Sister Superior with one of those and a powersword, and it's allowed her and my Heavy Repentia to make it into close combat frequently. Did any of your sisters become repentia? My first Retributor became one on her first battle, and is still trying to redeem herself.

Also, don't forget that Sisters nullify all psychic powers that target them or include them on a 5+. Of course, powers that don't directly affect them (Guide, quickening, etc) won't be nullified.

Were the marines Chaos Undivided, or did they have a particular Mark of Chaos? I'm still trying to work out the reward points costs of the chaos rewards. Let me know if the number of reward points required to earn them needs to go down.

Thanks for the note about the Kommandos! I've got it fixed so the next version (probably sometime in November) will include it.

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Warpstrike: 40k Skirmish Campaign rules (Necromunda for 40k)-Updated 2016-06-21


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PostPosted: Mon Oct 04, 2010 6:25 am 
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We didn't forget nullifying the psychic powers. Because of range restrictions and difficulty in casting the power, the sorcerer only had 1 success, but with devastating result. The sisters missed their ''counterspell'' roll.

Two of Chaos' warriors had a Mark of Nurgle: the leader and a vanilla marine. The latter was pinned somewhat like 4, 5? times, only to regain his wits at each start of his next turn. Performing push ups, he was!
The problem was, with rapid fire, the bolter equipped CMs were rather firing at the girls, than charging into close combat!

No Repentias this game. No sister performed particularly badly. They were just completely outclassed. Maybe better next time...


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PostPosted: Thu Oct 07, 2010 6:23 am 
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Let me recommend a Sister Hospitalier. They're highly helpful! Once you start getting some faithful sisters, things should start picking up for you.

I recently played a game of Grey Knights vs Slaaneshi Noise Marines. I spent a LOT of time creeping around three sonic blasters and two heavy bolters, and my leader went down to a genestealer on my second turn, but I finally got close enough to start forcing rout checks.

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Warpstrike: 40k Skirmish Campaign rules (Necromunda for 40k)-Updated 2016-06-21


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PostPosted: Fri Nov 05, 2010 11:05 am 
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Just getting back into Necromunda, and gaming in general, and came across your rule set. I've given it a quick scan and like what I see! My main question is this: I am the only member in my group with any kind of necro gang, and I've been looking for a ruleset that would allow the other gamers to make a gang with some of the minis they already have, Tyranids, Eldar, Dark Eldar, Space Marines and some Chaos, in a Necromunda campaign against a standard gang like my Escher. Are these the rules I am looking for? (Edit) or do you have any suggestions for making that work? I'd like to get the other players hooked without telling everyone to drop 40 bucks on a gang before giving the system a try.


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PostPosted: Fri Nov 05, 2010 8:28 pm 
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NatePC,

I would say these are exactly the rules you are looking for (even if I DO say so myself). It's basically designed to be Necromunda with the 40k armies instead of underhive gangs. I have rules for warbands for every army except Tyranids and Necrons, mainly because they have limited arms and equipment, as well as limited warrior progression. Necrons are already pretty much dead already, and won't be gaining much XP. Both these armies will make great 'blip' races.

WarpStrike is infantry-based, with only a couple of light vehicles permitted to a few select warbands, so it retains that small-skirmish feel.

If you have any suggestions, please let me know!

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Warpstrike: 40k Skirmish Campaign rules (Necromunda for 40k)-Updated 2016-06-21


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PostPosted: Sat Nov 06, 2010 10:00 am 
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I got that it was skirmish for 40k, but how well do the 40k squads do when mixed against a Necro gang? I dread the thought of having my girls slaughtered within two rounds, especially since I just stripped off my 13 year old paint job. Has anyone ever tried mixing the two?


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PostPosted: Sun Nov 07, 2010 7:15 am 
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Ah. Yeah, that's a bit different. I would not expect a Necromunda gang to do well against the military warbands in WarpStrike. While the two games are similar, they are not directly compatible. Among other things, ammo tests work differently in WarpStrike, and the weapon rules are adapted from the Necromunda 3.0 discussions (see the stickied thread in the Necromunda section of the forums). Warband composition is very different as well. A military strike force is very different from an underhive gang, and the rules have been changed in WarpStrike to reflect this.

If you really want to play Necromunda with your friends, I'd recommend you let them proxy their Tau/Marines/whatever as Orlock/VanSaar/whatever. As they play, they'll probably want to start collecting the models for the actual gang they are running. If you just want to get them interested in Skirmish wargaming, then WarpStrike should work fine.

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Warpstrike: 40k Skirmish Campaign rules (Necromunda for 40k)-Updated 2016-06-21


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PostPosted: Tue Feb 22, 2011 7:18 pm 
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Sorry for the long wait between updates (to the two of you who actually follow this). No update just now either. I did want to point out that The Gate is way overpowered at Difficulty 7. I increased the difficulty to 9, and that seemed to help quite a bit. It's a relatively minor power in a game of 40k, but in a small skirmish game like WarpStrike, it was too deadly. Increasing the difficulty makes it harder to use, which balances out its effectiveness.

Let me know if you have any comments.

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Warpstrike: 40k Skirmish Campaign rules (Necromunda for 40k)-Updated 2016-06-21


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PostPosted: Wed Mar 02, 2011 8:10 am 
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Hi Adoni (do you remember me?), thanks for the efforts you put in this great game ! :)
So far I played several matches with my game group, and if there is an aspect of the rules needing review imho it is surely the psionic powers. Some of the them are actually very overpowered (especially the imperial ones: too many "near impossible check or die" or "semi unbeatable defence" type powers) for a game of little skirmishes, and this, united with the fact psionics do not need LOS, causes great unbalances. Can I suggest to scale down psionics in the same way you made for weapons (not including those of higher profile) ?
A pair of tested examples: Purge psyker (the bane of every enemy psyker), Psychic shield (3+ unmodified save, even on a first game!!!), The gate (even with increased difficulty, it's truly excessive), etc.

Alternatively, you could perhaps try assigning a psyker-level prerequisite to every power and eliminating the random pick-up, so giving the use of most powerfull ones only to high experienced characters .....
What do you think abou this?


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PostPosted: Tue Mar 08, 2011 6:16 pm 
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Manosco1, good to hear from you.

I will take a closer look at the psychic powers and see what I can do to tone them down without completely neutering them.

Thanks for the feedback!

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Warpstrike: 40k Skirmish Campaign rules (Necromunda for 40k)-Updated 2016-06-21


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PostPosted: Fri Jul 08, 2011 6:31 am 
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Great work on warpstrike, and I am enjoying making up some warbands. I have one query over the Eldar list. Rangers only have access to pistols, CC, basic and grenades but the long rifle, needle rifle and scout rifle, weapons I would associate with rangers, are specials.

I can understand restricting access to specials but it seems pretty hard to get access to these rifles for rangers, needing a skill upgrade and then to roll for specialist.

I wonder whether putting these rifles in a ranger weapons list might be an idea, that or having another specialist class of pathfinder that gets access, but is obviously restricted in numbers.


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PostPosted: Fri Jul 08, 2011 4:14 pm 
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cernunnos,

That's a very good point! I've actually changed that on my copy, but I haven't updated the version on the website for a while. I'll do that right now.

So I now have it so scout units (Eldar Rangers, IG Ratlings, and Space Marine Scouts) can start with Scout Rifles. Needle Rifles and Long Rifles are still special, as I wanted them to remain relatively rare. Most warbands can take up to five scout types, and I really didn't want the game to turn into a sniper battle, so I limited the Needle and Long rifles to specialists.

Thoughts?

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Warpstrike: 40k Skirmish Campaign rules (Necromunda for 40k)-Updated 2016-06-21


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PostPosted: Sat Jul 09, 2011 6:20 am 
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I think that makes sense. Needle Sniper Rifles should be rare and there only really needs to be one rifle option for scouts as standard IMO. Just giving access to the scout rifle seems a pretty good fix to me.


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PostPosted: Tue Aug 16, 2011 5:25 pm 
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Kroot currently have a very limited ranged weapon list: Kroot Rifle.

While not a bad weapon, it can be kind of limiting not having any other weapons available. Not to mention a little boring. They have full access to all the unpowered close combat weapons (no chainsaw or power weapons).

From a fluff perspective, what ranged weapons would be appropriate? Would the Tau permit them to use Pulse pistols? Imperial pistols (autopistol, dueling pistol, hand flamer, laspistol, plasma pistol, sawn-off shotgun)? Any other pistols?

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Panthers Chapter Imperial Space Marines
Warpstrike: 40k Skirmish Campaign rules (Necromunda for 40k)-Updated 2016-06-21


Last edited by Adoni-Zedek on Wed Aug 17, 2011 6:56 pm, edited 1 time in total.

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