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What sort of game is this?
#1
Posted 02 September 2010 - 10:09 AM


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#2
Posted 06 September 2010 - 07:21 AM

Here's some info on Wiki
Here's some from Lexicanum
My own view (noting I have rules published for it), the models are expensive, the system can easily be broken, Beakies spoil the game and making terrain for it is insanity. This is before you try and find what little of the miniatures range remains intact.
My advice is either play this with 40k scale models, or instead get a hold of Rogue Trader/Dark Heresy if you want a good role play game.
Dim_Reapa
Visit My Blog! Wurrgitz: A WIP Ork Novel
#3
Posted 06 September 2010 - 01:10 PM

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#4
Posted 09 September 2010 - 01:52 PM

http://www.the-concl...o.uk/index.html
My advice is not to play it using 40k models - it may be cheaper, but the temptation to include archetypes that are not appropriate to the game can prove overwhelming for some people and they decide to include warbands made up of models taken straight from their 40k armies. The game isn't designed to cope with warbands made up of things like Fire Warriors, Orks, Aspect Warriors, tin'eads etc - even Beakies push the system to breaking point. A lot of people try these things and then conclude that the game is broken or dull, but in fact it's that they're playing it 'wrong'. That said, Inq28 can be done well but it requires a very different mindset to 40k and in my experience the larger scale helps get across the difference.
The 54mm models may be individually more expensive, but you only need 3-4 to make a good sized warband (and the rules are free) so it's actually a pretty cheap game to get started with. There's also such a huge range of 54mm models available that can be used in the game that creating new and original characters is easy. As for terrain, the over-sized proportions of most of GWs 28mm terrain means that it works perfectly at the larger scale so you can reuse most of your existing terrain. The following link has a list of manufacturers who make models suitable for the game - and if you're looking for inspiration, the Showcases and Retrospectives at the bottom of the list include pictures of loads of fantastic models;
http://www.the-concl....php?topic=22.0
Incidentally, if you are interested in the game, then it might be worth you joining the 'Clave as it's a forum dedicated to the game. You might also be interested in Dark Magenta which is a fanzine dedicated to the game;
http://www.darkmagenta.co.uk/
Hope that helps, but just ask if you have any more questions.
- Dave
#5
Posted 10 September 2010 - 03:43 PM

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#6
Posted 11 September 2010 - 02:27 AM

#7
Posted 14 September 2010 - 02:20 PM

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#8
Posted 15 September 2010 - 12:11 PM

It's not really a question of finding a character who's 'weedy enough' - you can have powerful characters in the game and you can have weak ones. So Grots would be fine, but so would Orks - in the same way that an Administratum adept and Inquisitor are both valid choices for a human warband.By the way, I was wondering if Grots would be weedy enough to work in the game, would they?
A lone Ork leading a small warband is unlikely to have grown anywhere near as big and strong as a Warboss leading a huge waaagh, so you could make a warband made up of an Ork accompanied by his Grot retainers. The question is, why is the Ork wandering around getting involved in Inquisitorial business? Or would you set your games few from the gaze of the Imperium?
#9
Posted 17 September 2010 - 03:56 PM

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#10
Posted 19 September 2010 - 03:18 AM

I'm sure you could get that to work with a little effort. Why are the Imperium experimenting on Orks? Why are they doing so on a planet with a significant Ork presence? What is the Ork's objective once he's escaped? Why does it keep bringing him into the sorts of scenarios you'd see in Inquisitor?I'm not sure how the stories work in the game but perhaps in an Imperial experiment caused an Ork to become became extra smart; he escaped to enter hiding and now he has to be neutralised. He could have met up with some mad rebel grots that have been running from the Orks and hide on the planet (I’ve always seen grots as, if not smart, at least cunning).
If you want the Grots to be the cunning behind the warband, why not make one of them the warband leader. He could be obsessed with making himself big and strong so is looking for any artefact or knowledge that will give him power over Ork kind. The Ork, rather than being extra intelligent, could be a slightly thick (even for an Ork) outcast who thinks he's leading a group of Grots but is really their manipulated muscle. The reason I suggest that is that you get to role-play the Orks and Grots as they should be rather than giving the Ork a non-Orky characteristic (I.e. high intelligence).
#11
Posted 19 September 2010 - 07:27 AM

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#12
Posted 23 September 2010 - 11:16 AM

Do you like Free Wargames?
#13
Posted 23 September 2010 - 12:10 PM

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#14
Posted 12 December 2010 - 07:23 PM

#15
Posted 02 June 2012 - 11:00 PM

I never played this game before I seed this thread. But it's now on my favorite list.It needs one of two things:
A good GM or good friends playing, and sorting out the warbands beforehand.
I made an Inquisitor Scale ork, A kommando, I haven't got the chance to play with him yet (it's been a few years), but me and my buddies did plan a campaign "in the aftermath of armageddon". We'd play in the lower levels of one of armageddons hivecities. As such, a lone kommando wouldn't be that out of place. "The Kommando" was to be a force of nature type thing, a GM controled device to send lesser characters running. And as a plot device mainly.
We also found that the less powerful characters were, the more fun it was to play.
/Dude
#16
Posted 08 June 2012 - 03:39 AM

Among other things, it has an updated version of the FAQ I posted earlier, a list of manufacturers who make suitable models, and some new rules.
Hopefully it's of use to anyone interested in the game.