DagobahDave's Shadow War.
Shadow War: Armageddon
I had a Chaos squad that was pretty dangerous. I think they were undefeated, but I should've lost my first game because I didn't get how Harlequin movement rules work.
I also used the Genestealer Cult to represent a Hive Gang. They did pretty decent, the Heavy Stubber is a surprisingly good weapon.
Sadly we never actually finished our campaign though.
When it comes to Orks, numbers are your main advantage. Boyz > Toyz. Big Shootas are the way to go with your Spannaz. Give the shootas w/ red dots to your Yoofs since they're not gonna get any better at shooting and they're easy to replace. Once they upgrade to boyz kit them out for melee.
Cover plays such an important element in this game and I was always shocked how often I saw people who didn't hide during games. Spread your melee boyz out, have them move and hide liberally until you're in position to charge.
God, I miss this game. I know its just reskinned Necromunda but GW's fucking stupid to throw this away and support shit like Shadespire.
Guard, which I absolutely loved until the late campaign when my opponent was running 9 Chaos Space Marines (2 Heavy Bolters, 6 Bolters and an Aspiring Champion, all with red dots/photovisors/clip harnesses).
I think we might houserule it that you can't have more than 5 models that cost more than 150pts each in your roster or something along those lines. It's not a problem for most things, but Chaos seem to end up sweeping the campaign if you let it go on long enough.
Craftworld Eldar here. I mainly picked them because no one else was playing them, but I enjoy them even if their list is nonsensical (Guardians and Dire Avengers rather than Rangers?) and their wargear is limited and crap.
Having sustained fire on everything really makes your opponent's time a lot harder.
>If GW hadn't half-assed the rules, more people would probably be playing it.
SWA or Newcromunda?
Touché
I don't play either, I thought Newcromunda was considered to have good rules?
>considered
ymmv on that
According to the ama with the rules writer the rules weren't even playtested properly.
If you just get the intro box you only have a boardgame.
If you get the first expansion you have a skirmish wargame with two factions.
If you get the third expansion you get a third faction and some mercs, but have already spent more money on the game that you'd spend on all other similar games with comparable scope.
By comparison you can get the old Necromunda rules for free since GW themselves made them available for free and the book has all rules for three-dimensional scenery and 6 or so gangs.
I mean, if GW didn't charge an arm and a leg for each separate 'supplement' and their release schedule would allow them to release more than one gang every two months I'd probably feel different about it.
Good is after all a subjective measure.
But considering the pricetag and the content I personally feel that you get very little value for a ridiculously amount of money.
Literally any other modern skirmish game will give you better value, if you are looking to get into the game from zero.
And although this is just me. I also feel like the new miniatures can't hold a candle to the original or the underhive minis.