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posted in BB2 - League Info & Recruitment read more

Week 5 is uploaded and ready for you all to watch! Only two more weeks left of this season!! Also check out the mid-season Belcher Report for in-depth analysis of every Division, the link is in the description of my video as it is on twitch but here it is too: (www.twitch.tv/cole66manx/videos)

posted in BB2 - League Info & Recruitment read more

Week 4 action is on the channel as is a Mid Season results round up for Division 1! Check it out 🙂

posted in BB2 - League Info & Recruitment read more

Week 3 Division 4 highlights and results show up on YouTube, take a look 🙂

posted in BB2 - League Info & Recruitment read more

Week 2 is finished and the highlights and results show is uploaded to YouTube so check it out everyone! Week 3 will see a mid-season review of all the divisions as well so stay tuned!

posted in BB2 - League Info & Recruitment read more

New season kicked off last week, Division 4 highlights and results on YouTube, Search Sheds-On-Fire Gaming and have a look.

All divisions will be covered next season!

posted in Necromunda - General Discussion read more

@detortor said in Arbites?:

Another problem is power. They have Bolters and Carapace Armor so it'd be hard to not make them OP. There's a similar problem with Spyrers, so that probably won't be too big a deal, probably a lower gang population cap.

Arbite pattern shotguns, shock mauls and riot shields, but point taken 🙂 In the TT version only 5 could be fielded out of a roster of 10 so that stopped them being too OP

IDK. I don't think Arbites would be too desirable as a playable faction. Personally if they show up at all I think they'd be better as an NPC faction that shows up when things get out of hand. Like a gang gets too powerful or the gang fights cause noticeable structural damage or something.

That was the main reason for them in the TT version so that could work! Usually the campaign master could field them to keep all the gangs balanced, however it would mean trusting the AI 😕

posted in Necromunda - General Discussion read more

Will the Adeptus Arbites/Enforcers be a playable faction at all?

posted in Necromunda - General Discussion read more

I gathered that, so I assume that it would be reflected in the Video Game version?

posted in Necromunda - General Discussion read more

@glarghface said in Things I hope they don't bring from their Mordheim:

In the new necromunda rules they only have initiavite rolls on jumping across, jumping down and climbing a distance superior than 3". I would be ok with those tbh, but if there are ladders in the game, please no climb rolls.

So maybe taking the "Go for it" sprint mechanic in Blood Bowl 2 and using it for the ladders in Necromunda. Or maybe some sort of agility rolls characteristic i.e Esher better at moving up ladders jumping etc than say the more muscle-bound heavier Goliaths?

posted in Necromunda - General Discussion read more

@kindler said in Things I hope they don't bring from their Mordheim:

Personally, I think a customizable (or semi-customizable) single-player campaign would be a great addition. Or, maybe, convince GW to allow mods. Mordheim SCREAMED for a healthy modding community. You could have player-generated maps, warbands, units, skills, weapons... ahh, the possibilities are endless. That said, GW is notoriously protective of their IP, and I doubt they'd allow it. Still, a guy can dream.

Talking about player created maps etc it can be done without a modding community and with GW backing as it occurs in the new Space Hulk game (Space Hulk Tactics) with the ability to create your own maps/ design your own missions. Just a thought 🙂


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