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moths posted:What would be a better fit to home-kludge a Mordheim out of: Necromunda, Kill Team, or Warcry? It can totally be done. It'll just take some effort. Edit: A lot of the better items could be done as magic items. Like a power sword could be a magic sword, a bolter a magic bow/gun, van saar energy shield as a magic shield, flamer as a fire wizard's staff, etc., etc. You wouldn't need to completely eliminate this stuff, but maybe limit it a bit more. Safety Factor fucked around with this message at 05:41 on Aug 15, 2019 |
# ? Aug 15, 2019 03:48 |
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# ? May 11, 2024 11:01 |
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With Necro I could straight port over a lot of the old equipment and adapt the skill suite, and it makes thematic sense since MH was an iteration of NM to begin with. I'll dig into how messy that'll be.
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# ? Aug 15, 2019 11:43 |
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Was it? Combat was not based on 2e 40k. Everything else was just standard Warhammer stuff. Closest similarity unique to skirmish was D66 tables for injuries as far as I can tell. Even army lists were different since you purchased generic fighters in groups.
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# ? Aug 15, 2019 13:14 |
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Why not just use the Mordheim rules and houserule the broken stuff? It seems weird to reinvent the wheel when you have a dusty one sitting in the corner over there...
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# ? Aug 15, 2019 13:17 |
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Atlas Hugged posted:Was it? Combat was not based on 2e 40k. Everything else was just standard Warhammer stuff. Closest similarity unique to skirmish was D66 tables for injuries as far as I can tell. Even army lists were different since you purchased generic fighters in groups. It was in terms of the skills, experience upgrades, and organizational rules. MH introduced henchmen to NM's heroes, for example. berzerkmonkey posted:Why not just use the Mordheim rules and houserule the broken stuff? It seems weird to reinvent the wheel when you have a dusty one sitting in the corner over there... Yeah this will almost certainly be the best route. I got the idea while playing KT and it occurred to me that I really enjoyed its alternating combat resolution and that the lists weren't too dissimilar from MH. It might just be easier and smarter to back-port things into core MH and see what happens.
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# ? Aug 15, 2019 13:47 |
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moths posted:It was in terms of the skills, experience upgrades, and organizational rules. MH introduced henchmen to NM's heroes, for example. Eh, I don't see this as an iteration because so many of the actual gameplay mechanics were totally different. It wasn't 2e 40k. Gorkamorka and Necromunda are definitely iterations of the same system. Mordheim at best kept elements of the campaign system, but Necromunda strictly had unit types (Leaders, Gangers, Heavies, Juves) and Mordheim had categories (Heroes and Henchman) purchased differently. Like, you could actually pit a Gorkamorka warband against a Necromunda gang and the rules were already there for them to combat each other. Mordheim wasn't playing on that game system despite sharing a mechanic here and there. Shadow Wars and previous editions of Kill Team were iterations though.
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# ? Aug 15, 2019 14:08 |
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berzerkmonkey posted:Why not just use the Mordheim rules and houserule the broken stuff? It seems weird to reinvent the wheel when you have a dusty one sitting in the corner over there... Because roll to hit, roll to wound, roll to save is a crappy mechanic and there are better systems at this point? I'm not slagging you off, but GWs core of roll/roll/roll is bad and should be retired. I've head good things about the Warcry combat mechanics, or you could try a whole new system like Rack & Ruin or A Song of Blades and Heroes, you could even use Frostgrave and skip the mages (this might be a stretch), or something else. I'm far from an expert, but there are so many options there should be something that fits for any players needs without fruitlessly patching a 20 year old game that was kind of busted upon release. Plus ranged spam in Mordheim was never properly addressed as far as I know.
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# ? Aug 15, 2019 14:18 |
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Does Warcry not do hit/wound/save?
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# ? Aug 15, 2019 14:25 |
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moths posted:Does Warcry not do hit/wound/save? I’d need to check, but I thought it was a bit different. Maybe it’s only initiative that changed. E: I just double checked, it isn't roll/roll/roll https://www.youtube.com/watch?v=SFm1q-m4HeM&t=1849s Is it better? That's up to you, but I have never liked hit/wound/save, it always frustrated me. Indolent Bastard fucked around with this message at 14:56 on Aug 15, 2019 |
# ? Aug 15, 2019 14:36 |
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moths posted:It was in terms of the skills, experience upgrades, and organizational rules. MH introduced henchmen to NM's heroes, for example. My gaming pals and I are about to start a Mordheim re-skin of the Necromunda rules. No question it’s the right system to use. The activations/action basis of the game will suit it really well. Otherwise it’s just reskinning the items and working out fighter stats.
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# ? Aug 15, 2019 15:16 |
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Indolent Bastard posted:Because roll to hit, roll to wound, roll to save is a crappy mechanic and there are better systems at this point? I'm not slagging you off, but GWs core of roll/roll/roll is bad and should be retired. I've head good things about the Warcry combat mechanics, or you could try a whole new system like Rack & Ruin or A Song of Blades and Heroes, you could even use Frostgrave and skip the mages (this might be a stretch), or something else. I'm far from an expert, but there are so many options there should be something that fits for any players needs without fruitlessly patching a 20 year old game that was kind of busted upon release. Plus ranged spam in Mordheim was never properly addressed as far as I know. If you're looking for an elegant game, Rack & Ruin is not it.
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# ? Aug 15, 2019 15:24 |
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ineptmule posted:My gaming pals and I are about to start a Mordheim re-skin of the Necromunda rules. No question it’s the right system to use. Ok great! I'd be very interested in helping out / observing this.
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# ? Aug 15, 2019 15:47 |
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Warcry’s combat mechanics are really simple. I enjoy the initiative/doubles for special moves mechanic as well, it’s an incredibly easy game to learn, and quick to play.
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# ? Aug 15, 2019 16:55 |
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That almost sounds like something out of Chain of Command or Saga. I've ordered a rulebook to check it out, and now I'm very glad i did.
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# ? Aug 15, 2019 17:21 |
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glitchkrieg posted:If you're looking for an elegant game, Rack & Ruin is not it. I was just searching my memory for fantasy skirmish that isn't GW. What's wrong with R&R in your opinion? Reynold posted:Warcry’s combat mechanics are really simple. I enjoy the initiative/doubles for special moves mechanic as well, it’s an incredibly easy game to learn, and quick to play. One issue I've heard people voice is that there isn't a great deal of strategy. Apparently games tend to end up with a scrum or two that result in lots of punching until one side wins.
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# ? Aug 15, 2019 17:32 |
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Is that because of the 3 turn limit?
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# ? Aug 15, 2019 17:37 |
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moths posted:Is that because of the 3 turn limit? Dunno. Feature Game: Warhammer Age of Sigmar: Warcry 42m33s https://www.spreaker.com/user/10238956/episode-80-warcry
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# ? Aug 15, 2019 17:52 |
Indolent Bastard posted:I was just searching my memory for fantasy skirmish that isn't GW. There isn't much strategy, but in the game's defense, it wasn't designed to be a chess variant. It seems people like it because of that, but it is a dealbreaker for me.
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# ? Aug 15, 2019 18:04 |
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So my narrative Necromunda campaign is off to a pretty good start. The normal dramas with some people not being able to make games, but we are all on the board, increasing our Gang Ratings, and playing again tomorrow night. My method has been to set the scenario once I know who wants to play on a given territory. Anything that fits the theme. Examples: - Played Border Dispute to fight for an unoccupied Drinking Hole. Both sides picked a fighter to start inside the bar (they'd both arrived to collect protection money at the same time) then went from there. - Forgotten Riches in the Tech Bazaar - both sides had obviously decided to show up for a rumble, but found the whole place ominously empty instead. - Stand Off followed by Sabotage - my idea was if only 2 people could make it for a game, give them an option for a double bill - the winner of the StandOff claimed the Slag Furnaces, but the lose could immediately play the Sabotage mission as the attacker. Winning wouldn't retake the territory, but it would 'steal' the income from it for that game. Tomorrow we're doing games for the Mines and the Corpse Farm. The Mines will be The Trap, I'll make both gangs take an Int test for their leaders and the winner will be the attacker. Put the Unstable Dome rules into effect as well (blasts can expand as they cause cave-ins). Bit stuck for what to do for corpse farm, frankly. It's a lot easier to imagine missions once you have a set attacker/defender, lots of the Necromunda missions are actually very evocative for that sort of thing.
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# ? Aug 15, 2019 18:08 |
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Indolent Bastard posted:Dunno. That was a good listen, but I wonder how much their experience was hurt by the starter armies both being melee-focused.
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# ? Aug 15, 2019 18:31 |
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If I’m looking to get into Necromunda at this point and pick up the Enforcers or maybe Delaques is there any point in getting the big Underhive box? I know they redid the rulebook a little while back and I have plenty of terrain so I’d need what, dice and templates?
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# ? Aug 15, 2019 19:39 |
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head58 posted:If I’m looking to get into Necromunda at this point and pick up the Enforcers or maybe Delaques is there any point in getting the big Underhive box? I know they redid the rulebook a little while back and I have plenty of terrain so I’d need what, dice and templates?
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# ? Aug 15, 2019 19:52 |
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moths posted:Is that because of the 3 turn limit? I've mentioned this in the other thread but there are definitely scenarios that last longer than three battle rounds, many of them don't even activate any battlefield effects until turn 4. Indolent Bastard posted:One issue I've heard people voice is that there isn't a great deal of strategy. Apparently games tend to end up with a scrum or two that result in lots of punching until one side wins. This can be an issue especially for the Iron Golems from the starter who are slow and melee-focused but I've found you just don't want to get involved in slugfests like that at all, usually. Many of the objectives are going to make players want to cut and run from battles to hold objectives or keep key fighters alive. I haven't really had a game yet where it's come down to locking in and trading turns rolling dice at each other. You only have so many activations for your team! Why waste them pounding a puny 60 point model down instead of trying to win the game?
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# ? Aug 15, 2019 21:00 |
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Safety Factor posted:I wouldn't bother with the box set unless you want Goliath and Escher gangs. Like you said, the rulebook has been updated along with the gang lists in the standalone books. The box set does have some scatter terrain and the basic ZM tiles, but those aren't necessary, especially if you've got terrain and will be playing 3D scenarios. For dice, GW puts out gang sets when they drop a new kit, but they sell out and the only ones currently available are the enforcer dice. GW also doesn't carry templates anymore, but FW does. Alternatively, you could try ebay for both, but no guarantees there. Thanks. I’m sure 3rd party templates are out there somewhere. For books I need the rules, gangs, and judgement right?
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# ? Aug 15, 2019 21:28 |
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head58 posted:Thanks. I’m sure 3rd party templates are out there somewhere. For books I need the rules, gangs, and judgement right? Edit: poo poo, I realized you said you wanted to play Enforcers. Uh, yeah, you'll want the Book of Judgement, then. On the bright side, it's a solid book. Safety Factor fucked around with this message at 21:36 on Aug 15, 2019 |
# ? Aug 15, 2019 21:33 |
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Enforcers seem weird because they are pretty limited in what gear they can take, but boy is all of it pretty good. I am interested in hearing how they play in a normal campaign and not the one they are designed for.
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# ? Aug 15, 2019 22:01 |
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Very tempted to build an enforcers force with Judge Dredd models, or greenstuff giant shoulderpads onto existing models
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# ? Aug 15, 2019 22:16 |
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https://puppetswar.eu/models-and-bits-47/all-bits/heads/executioners-heads.html dredd heads if you go the converting way
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# ? Aug 15, 2019 22:45 |
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Poor form for the delay, but me and Sex Cannon just started up a series of Necromunda write-ups. So far we've covered the Enforcers, we're gonna run down the main additions from the new book before branching out into other 'Munda info. There just seems to be so little stuff on this entire game system floating around on the net, even on the Yak. It's crazy! https://www.goonhammer.com/necromunday-your-move-creep-initial-impressions-of-the-palanite-enforcers/
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# ? Aug 15, 2019 23:01 |
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I saw this one on Facebook and wondered if it was goon made or a coincidence. Good read, very informative and spot on about the skill rating.
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# ? Aug 15, 2019 23:06 |
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I have a bunch of Iron Warriors hanging out in a carry case that I built and painted back in like...2000 or so. I’m wondering, if I buy the rulebook and some terrain, would I be able to leverage those models into a Kill Team? Or do I need fresh models that I can build with specialized weapons and the like? Basically I want to see if I can get any use out of these guys since they’ve just been sitting around for almost two decades.
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# ? Aug 16, 2019 00:39 |
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TotalHell posted:I have a bunch of Iron Warriors hanging out in a carry case that I built and painted back in like...2000 or so. I’m wondering, if I buy the rulebook and some terrain, would I be able to leverage those models into a Kill Team? Or do I need fresh models that I can build with specialized weapons and the like? Well you’ll probably be fine. Most of the marines in a chaos marine kill team will be running around with a boltgun (or chainsword). You can have one with a flamer, melta or plasma gun instead. Also one with a heavy bolter too. If you got something for cultists, you can have them around too. The Elites rulebook adds terminators and possessed to the mix btw.
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# ? Aug 16, 2019 02:30 |
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MrFlibble posted:https://puppetswar.eu/models-and-bits-47/all-bits/heads/executioners-heads.html Mad Robot also has some: Enforcer Heads or Space Police Heads.
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# ? Aug 16, 2019 02:40 |
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The correct head conversion is always banana head. https://www.thingiverse.com/thing:3744321
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# ? Aug 16, 2019 14:20 |
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MrFlibble posted:https://puppetswar.eu/models-and-bits-47/all-bits/heads/executioners-heads.html Sold.
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# ? Aug 16, 2019 18:33 |
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Indolent Bastard posted:The correct head conversion is always banana head. Wait, does anyone sell Earthworm Jim heads in Space Marine scale? Because that's an army right there.
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# ? Aug 16, 2019 19:21 |
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ThNextGreenLantern posted:Wait, does anyone sell Earthworm Jim heads in Space Marine scale? Because that's an army right there. I mean, if you aggressively hate Trans people I guess? The creator has... Thoughts.
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# ? Aug 16, 2019 19:37 |
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Lord_Hambrose posted:I mean, if you aggressively hate Trans people I guess? The creator has... Thoughts. Ugh. That's disappointing.
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# ? Aug 16, 2019 19:42 |
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Yeah, it is a real shame. I always liked his comics and stuff, but oh well.
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# ? Aug 16, 2019 19:48 |
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# ? May 11, 2024 11:01 |
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Well poo poo, now I just hear "TERFworm Jim."
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# ? Aug 16, 2019 19:57 |