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I hope the Malstrains and the Sentry guns are priced well (especially Sentry guns, should be fairly cheap for what's in the box I reckon), I definitely want to pick up some.

Yeah, I'm really curious to see the price of the Malstrain. I probably wouldn't pick them up right away but definitely a future purchase if the price is right, the sentry guns would make for some great battle field doodads but if they're not cheap they're and easy skip for me.

Unfortunately for me GW are also bringing back the old Warhammer fantasy buildings and there's a real danger of them eating up all my hobby budget, some of the best scenery GW have ever produced in my eyes.

 

Yeah, I'm really curious to see the price of the Malstrain. I probably wouldn't pick them up right away but definitely a future purchase if the price is right, the sentry guns would make for some great battle field doodads but if they're not cheap they're and easy skip for me.

Unfortunately for me GW are also bringing back the old Warhammer fantasy buildings and there's a real danger of them eating up all my hobby budget, some of the best scenery GW have ever produced in my eyes.

 

I suspect the Malstrain will be £31.50, the same as the other gang boxes.  The Trazior I'm not so confident on their price, as the kit has enough for 4 sentries and 2 control panels.  The Kill Team Shadowvaults upgrades kit is £24, and I reckon is a comparable amount of plastic.  Having said that, the Hive Data Stack Cluster is light on sprues, and is £31.50.

 

I'm still yet to buy the Secundus box (keep dithering due to backlog) so I'll be looking at the Malstrain since they also come with heads to put on other bodies.

 

The sentry guns resin or plastic?

All of the blurb I've seen doesn't mention the Trazior as FW resin, so I'm going to assume plastic, but you know what they say about assumption!

 

The Malstrain sprues are nice, but my God they're spindly buggers!

Prices from Ejecutor over on The Grand Alliance forums:

image.jpeg.26cbd69ce8ce6e235a27eae4cd640d1d.jpeg

 

Based on EUR - GBP price comparisons on other GW-site products, approx UK pricings are as follows (but take with salt as GW don't always price like for like):

image.png.8a1fe76bd067a4b29293b258db2a0b1e.png

? are Forge World / GW Direct Only items it appears.

 

Prices from Ejecutor over on The Grand Alliance forums:

image.jpeg.26cbd69ce8ce6e235a27eae4cd640d1d.jpeg

 

Based on EUR - GBP price comparisons on other GW-site products, approx UK pricings are as follows (but take with salt as GW don't always price like for like):

image.png.8a1fe76bd067a4b29293b258db2a0b1e.png

? are Forge World / GW Direct Only items it appears.

Awesome, thanks for that!  The prices do seem to be comparable to other Necromunda releases, so I'd probably take them as accurate.  I suspect Yageloth will be £24, as he's FW resin and a single character blister, with a smallish number of parts (if I was to guess at the kit size), but I wouldn't be surprised to see him in GW's £25.50 category because GW.  I think I'll get the book and wait for the others, as buying Book, Spyrers and Traziors will be a bit punchy so soon after getting Secundus and some of the new Secundus terrain too.

Thanks Skylerboodie for the prices and the conversions, it's always a pain to do manually on GWs new site.

 

Sentry guns are pushing it a bit at £26 for 6 pieces of essentially scatter terrain.  I'll likely pick up one box as they are nice and my Guard could do with some base defenses, but not the multiple boxes I planned to.  Shame as Necromunda releases are usually much more keenly priced than 40K.

Even more news from WarCom (14/08), this time going into a bit of detail around Spyrer Hunting Parties!  

 

The House Helmawr is a fractious bunch held together by a fine web of family ties stretching across the planet – and a singular love of the absolute power granted to them by Imperial law. Entitled, cruel, and forever bored by the comfort their unique station allows, they spice things up with bitter, bloody hunts in high-tech battle suits just to pass the time.

 

The basic gist seems to be that Spyrer gangs are smaller (as they have always been) and rather than controlling territory and so on as regular gangs do, the Spyrers recruit other Spyrers by increasing their Terror level by acts of violence.  It also describes some of the benefits that can happen to a Spyrer rig as it levels up in a campaign, and touches on the gang's leader, the Hunt Master, who can mix and match weapons from all of the other Spyrers into their custom rig.

 

There was also an article on 13/08 that was a showcase for the painters and the Spyrer rigs.  It showcases a couple of different paint scheme ideas for the rigs, and also shows Tom's Hunt Master conversion (though sadly it's grey, not painted).

The setup for spryers has me wondering if we might see a space marine neophyte “gang” one day. Necromunda is a recruiting world for the imperial fists if I recall correctly and it’s also used as a training ground at times. Some of the more deadly threats introduced (genestealers!) seem to be on par with such things and they would fit into a similar but different niche to spryers as a small gang that likely would have a different mechanic for recruitment and objectives. (I’m sure there was even an actual thing for something like this long ago)

 

The setup for spryers has me wondering if we might see a space marine neophyte “gang” one day. Necromunda is a recruiting world for the imperial fists if I recall correctly and it’s also used as a training ground at times. Some of the more deadly threats introduced (genestealers!) seem to be on par with such things and they would fit into a similar but different niche to spryers as a small gang that likely would have a different mechanic for recruitment and objectives. (I’m sure there was even an actual thing for something like this long ago)

 

I really, really hope not. Necromunda is the only place in 40k free of Space Marines They dominate every other part of the setting to the point of strangling it. It's nice to have an Astartes free section of 40k that can explore more interesting stuff than what Guilliman had for lunch that day. And I'm saying that as a Marine enjoyer.

 

 

I really, really hope not. Necromunda is the only place in 40k free of Space Marines They dominate every other part of the setting to the point of strangling it. It's nice to have an Astartes free section of 40k that can explore more interesting stuff than what Guilliman had for lunch that day. And I'm saying that as a Marine enjoyer.


yeah broadly speaking I can totally get that stance, I just quite enjoy the stuff that uses neophytes, when they’re basically baby marines that aren’t full developed yet there’s something a bit more interesting. 
 

can totally see and don’t even necessarily disagree with the point that it’s good marines don’t appear everywhere though. 

 


yeah broadly speaking I can totally get that stance, I just quite enjoy the stuff that uses neophytes, when they’re basically baby marines that aren’t full developed yet there’s something a bit more interesting. 
 

can totally see and don’t even necessarily disagree with the point that it’s good marines don’t appear everywhere though. 

 

I would suggest Kill Team instead, but I don't think that really works even though it would open it up beyond Fists (you're right, Necro is a recruitment world for them). Kill Team missions and enemies feel a bit much for a training mission for Neophytes. Scouts feel like the minimum level a Marine would need to be sent on those type of missions, and we already have them.

 

I like the idea in general, but I don't want any Astartes (or Orks, Nids, Aeldari etc)  on Necro. I like that it's part of 40k, but almost entirely separate with no overlap beyond the odd mention of wider 40k in the lore. On the flip side, I can't see any place to fit the idea in, every other 40k game is too high power level. So it's a connundrum.

 

Maybe a fun homebrew project!

Yeah, like ye olde semi-official rules for a real Genestealer they made for the GSC gang.  I think looking at the 'Deathwatch' game rules and taking it from there would be a good idea.  However, as @Toxichobbit says, I would like Astartes and most things associated with big 40K to stay away from Necromunda.  The game and setting doesn't need them, and they tend to bring problems whenever they appear.  Plus, Fist Neophytes, as I recall, do all of their training and such aboard the Phalanx.

Hmmm, I wonder if GW have cottoned on to the fact that Necromunda offers reasonable value for money compared to the big games and is trying to squeeze us now? 

 

Either way, it's not a good look for them. I'd have expected enough to build 2 of each in each box. 

I doubt its some effort to fleece us exactly, more that SG are trying to push out a huge amount of stuff at once and had to compromise a bit, meanwhile someone just stamps the same price point on every "gang box", i know i didnt blink at spryrers being only 4 to a box that usually fits double that for human sized minis at first and im tight :cuss:! 

 

I doubt its some effort to fleece us exactly, more that SG are trying to push out a huge amount of stuff at once and had to compromise a bit, meanwhile someone just stamps the same price point on every "gang box", i know i didnt blink at spryrers being only 4 to a box that usually fits double that for human sized minis at first and im tight :cuss:! 

Probably, I think my innate tightness (borne out of a lifetime of living in the North and Scotland) meant I had a pearl-clutching moment!  :biggrin:

 

There's been another Spyrer news article, showing more of the functional differences between the Spyrer rigs.  One thing that did stand out is that lighter rigs only have a native 5+ armour save!  For some reason I thought they'd be on par with the Orrus/Mesh armour and have a 4+ save, given the amount of AP available to most gangs these days.

 

 

There's been another Spyrer news article, showing more of the functional differences between the Spyrer rigs.  One thing that did stand out is that lighter rigs only have a native 5+ armour save!  For some reason I thought they'd be on par with the Orrus/Mesh armour and have a 4+ save, given the amount of AP available to most gangs these days.

 

Yes, they are more squishy than I thought, and the Yeld Chameleonic armour property is underwhelming! It's -1 to hit only if it DIDN'T move, which is pretty poor considering the new Van Saar Cloak for the Tek hunters is  -1 if moving, and -2 if they remain still, all for a respectable price of 35 credits.

 

Edited by Cyrox
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