Gangs of Commorragh is a brand new, fast playing, game from Games Workshop. Come check out this brief rundown on the game play.
Warhammer TV on Twitch has been putting out a lot of great new information. They recently did a live demo of the new game: Gangs of Commorragh.
Commentary Courtesy of Halandaar on B&C:
Demo Game up now, I’ll report what I can as it goes on but may have to dive out early.
- The board looks super sparse; like a 4×4 will just a black sheet or something over it, and about 6 bits of tiny card terrain.
- Each players rolls an “event” before the game; Phil rolls 12 which signifies “Home territory”. This would be more significant in a campaign
- You split your gang into murderpacks and send them out on missions; you then randomly select which of your packs you end up using in the game so don’t pack one side with all your good stuff.
- “Ambush roll” is the first thing to determine who gets the advantage; numerically smaller gangs get +1 to their roll
- They’re tracking the rolls for ambush; the difference between the rolls signifies what amount of maneuverability the ambushed gang has at the beginning of the game
- The “ambushed” gang is deploying in the centre; the ambushing gang then deploys on a randomly determined side from them
- Phils (ambushed) starter roll was 2 less than James’ (ambusher), so he gets to rotate up to 45 degrees with his guys before the game starts. if the roll was only 1 different, he could rotate up to 90 degrees
- The beginning of every phase has a roll off to see who goes first
- Skills being described: the arena champion has an ability that gives him a passive 3″ boost to movement, the helliarch can reroll kill-shots
- Phil is attempting to make a “breakturn”; usually you can only pivot once during movement (at the beginning or end of the move). The maneuvre roll is essentially “roll lower than the combined score of riders agility and piloting skill”. Phil passes, so he splits his 18″ reaver jetbike move with a turn partway through
- All models have a minimum move to represent the pace of the flying around
- After phil moves one, it’s now James’ turn; alternate unit activation
- James attempting to maneuver “sideslip”; move to one side (45 degrees) while facing the same direction. Hellions move 12″
- A double 6 (fail) on the maneuver roll can actually damage you
- Random info: “Heavy weapons” like a Heat Lance reduce the agility value of the jetbike
- Various other movements happen
- There are markers to signify which models have moved
- The attacking phase begins, again its a roll off to see who acts first; looks like shooting and close combat are resolved in the same phase
- To-hit roll for shooting is basically, roll higher than the target’s agility; target can opt to jink, in which case you cant attack later in the turn but the shooter has to beat the combined total of agility+piloting skill
- Random info: “Agonisers have a 6″ whipping range”
- Phil hits but fails to kill with heat lance; the target takes a damage marker (which means further attacks against him will be at +1)
- James’ makes an agoniser attack against one of the jetbikes and passes the kill-roll, knocking him out of the sky
- Shooting past (“through”) other models grants target a 4+ cover save.
- If you lose a third of your force, you have to take a break test
- Orientation affects difficulty to hit; because in turn one it was head-to-head, no modifiers
- You can get a 2+ to hit if your in somebody’s rear arc, but if you get on their tail (hunter & quarry) you get 5+!
- That’s the end of the turn!
This is as much commentary as I can give you now as I have to go and lose the stream, but if you are subscribed to the Twitch channel definitely check out the video, the guys playing the game are (IMO) doing a really good job of explaining it as they go along.
Gangs of Commorragh seems like a fun, fast paced game. It’s due to hit the market in just a few days and the price has been confirmed at $60 for the starter kit. Will you be getting it?