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So I played my first ever games of Necromunda today! It was something of a mixed bag: I built a gang of Goliaths a couple years ago out of enthusiasm, with no knowledge of the game rules, and a friend mentioned the game and invited me round just the other day. So I didn't actually know any of the rules or think about the tactics/strategy involved going in. Basically, I played 2 games, first against Van Saar and then against Delaques, and I got completely minced both times. Things I learned: - for close combat to be worth it, you need to get there. I can now think of a lot of times where I could have used the 'Hiding' rule, but as I said we weren't too familiar with the options and I never did. As it was, the apparent necessity to risk at least one round of shots in the face led to no close combats happening over the course of either game. This may be partly because - we need more LoS blocking terrain. We played on the club's set of WargamesTournament's MDF gantries, which I think are often used for Necromunda. I have some of their walkways, ladders and stairs for Infinity. But it's too full of holes to make a table for that game, and I think it might be for Necromunda as well. I would like to try future games on my own home made terrain (again, for Infinity) which breaks up the table far more. As is, - you need some guys with long range weapons! In both games, I had one guy with heavy stubber and the lack of many (any in the first game) troops with rifles or similar really kept me pinned down. Pure close combat needs terrain and tactics to work, it's not like old-school 40k where you could just run across the table, take some casualties, but still sweep him in CC. - I need to convince the other guys to use the 'Community Edition' rules. We played using the original rulebook and there are just tons of obviously weird, janky or just very poorly explained bits in there. I am not too keen to crack on with the same gang (we all rolled new gangs for the day, which took forever; 4 of my starting 10 are dead) but I have ordered some fresh models and will make a better-rounded Orlock gang. If so I am happy to keep the games going and see if I can get a campaign started. Does anyone have any sterling words of wisdom to pass onto a beginning group? IneptMule, I know you play Necromunda a fair bit.
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# ¿ Apr 16, 2017 21:10 |
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# ¿ Apr 27, 2024 22:15 |
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ineptmule posted:Thanks! Yes, I play a lot. Would be fun to play with you sometime - give me a bell if you're ever in my neck of the woods. Thanks for all the advice mate! Do you still live around the metropolis where I last saw you? I should be moving down south again later this year, so yeah, would be great to meet up for a game. Everything you say about armament, terrain and skills I can absolutely understand. I just need to play a few games now to get a firmer sense of how to actually maneuver my models around the battlefield. I think the starting similarity between gangs is absolutely a strength of the game, and more variety will appear as people develop. Holy hell the game is random though! There's a very few dice rolls standing between slaughtering your enemies and ending up with multiple wounds vs getting dumped off a gangway and dying or sustaining crippling long term injuries. Most of my gaming has been tournament Infinity recently, which is a great game but is very much short & sharp - you play hard, mind your tactics, and if you lose then its on to the next game. There is a strategic shift in how one plays during a long campaign where you have to manage risk on your experienced guys. Very much looking forward to trying scenarios etc. Ashcans posted:Not really something you can control well, but the territories that provide special deployment options (tunnels and vents) are very useful for getting guys into combat, as they arrive at different locations. Interestingly, I rolled 2 sets of Vents and my first opponent rolled one - unfortunately he rolled to go first, and pre-emptively seized a much better position. I compounded the problem by picking quite a bad position for 2 of my 4 vent-deploying gangers. It was a learning experience! I can see how both rules would be extremely useful once I'm familiar with the tactics of the game.
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# ¿ Apr 17, 2017 14:59 |
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All very good points. The changes to overwatch jump out at me as maybe the biggest update in the 'Community' rules, given the rules we played with last week were the original, well oldschool ones, and overwatch was just flat shooting. I'm not sure which of the limits and curbs on it were from the updated published edition vs the community update. I think that's a massively good change, as everyone I know who played, say 2nd Ed 40k says that straight-up overwatch kills the game as everyone just camps in cover. But I don't want to force my opinions on the other players or anything. The randomness of the post-game is really what I mean when I say its surprising. The flow of the battle is no different to Infinity, which uses D20 but still puts very heavy tactical consequences on the swing of a single dice. A fair bit of Infinity tactics is minimising this by bullying your opponent with 4-5 dice rolls to his 1; I haven't yet seen the equivalent in Necromunda, but very possibly if you have, say, 2 high end melee combatants charging an inexperienced guy without melee weapons, it's similarly decisive. But in Necromunda you seem to just feel it a bit more; when your gang leader bites the dust, it's not a setback which your counter-attack will render irrelevant, he will be taking that injury roll at the end of the game! All part of the fun though, and I really can't wait to see what quirks and personalities my guys develop. As I mentioned, I built a Goliaths gang out of Catachan/Marauder bits ages ago. I have put some work into renovating some of the conversions which are not as good (with hindsight) and made a few extra figures out of the last remaining bits. I have also ordered a batch of Genestealer models (the mostly-human looking ones) with some bits set aside to make them into Orlocks. We'll see how that comes together, I like the mining-suit industrial worker bodies, hopefully head swaps and and good bits selection, plus some shaving/scraping will remove the alien elements from them and give me some gnarly gangers.
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# ¿ Apr 18, 2017 23:21 |
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SteelMentor posted:Really looking forwards to making an kill-team of Inquisitorial weirdos. Probably the greatest potential to go nuts converting out of all the official gangs. I agree that Inquisition offers good converting options, but as with most of the other kill teams I am disappointed in the lack of list variety. It's as if they prioritised making the list as absolutely simple as possible, to the detriment of the options available. I'm a grown man, I can handle the complexity of choosing an Ordo Xeno/Malleus/Hereticus leader with differing wargear options. Why not allow 0-2 specialists from a mix of deathcult assassins, crusaders or techpriests? How about capping the number of acolytes who could get certain special weapons, so that I can field something punchier than a storm bolter?
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# ¿ Apr 22, 2017 22:26 |
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So I played something like my 6th and 7th games of necromunda last night, but this was a fresh entry into the campaign after getting thrashed initially then playing a few times to learn the rules against another new player. So my new gamg (I stuck with goliaths) did alright, winning twice and putting a lot of guys down. However I wasn't as lucky in the post game sequences - lost one dead from game one and currently one captured. I did get a juve in as a recruit from a settlement though, so that's good. It's all very subject to the whims of the dice, necromunda. Best thing is that one of my juves, Titchy Eric (I gave all the newbies bad nicknames) levelled 3 times off the second game, rolling a new skill each time. So I rolled all 3 on the muscle table as he was probably quite insecure. He is now a bulging biceped iron jawed hard as nails inspiration to the rest of the gang. Needs a new nickname. Worst thing is that even with the -1 to hit and the fleeting target rules, over watch with heavy weapons tends to dominate. Need to find a counter strategy, I was really frustrated trying to convince my first opponent to actually come out and play the game, rather than just over watching the 2 main central approaches. I lost two guys fleeting across cover, but fortunately the enemy did then come forward to attack me and we properly smashed them up.
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# ¿ May 7, 2017 10:45 |
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ineptmule posted:Nice. Glad it went a bit better for you. Heavy weapons are king and will always dominate the flow of the game, but their limitations on movement and positioning are their Achilles heel. Yeah, I can see there are ways to fight overwatch and really the 2 casualties I took from it were both fleeting across - I was just a bit unlucky. I think it'll all be about avoiding the overwatch until the moment you need to break out and shoot or deal with theta model. Necromunda is an interesting mindset because there's no turn limit, you just have to be patient. If I play one friend from now on I will have to try and rescue ol' Mad Pete, which will be fun. The scenario looks pretty savage because I need to physically reach and rescue my captive; he can't bottle and I don't bother until 50% losses. So while I may lose a lot of guys taking the risk, if I can get the whip hand in the game, I can turn it into a search and destroy and just smash his gang before cutting my man free. Looking forward to my next game.
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# ¿ May 8, 2017 20:34 |
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So, I played my third game of Necromunda in our campaign. I had settled on a moniker for the gang: The West Sump Mad Dogs. I was keen, I was ready, I had my ducks in a row, my birds in the hand, my ants in my pants, the time was ripe. I got absolutely hammered in the funniest way possible, which was great but may scupper my campaign entirely. Here's what happened: It all started when I arrived for a game. My opponent, who is my fellow Necromunda novice and whom I managed to beat last time, had hired a Bounty Hunter. We marveled at this mountain of a man's statistics and heavy armament. My friend had managed to roll +1T and +1W among other advances, so I knew he would be a very tough cookie. My opponent then deployed said bounty hunter, along with 2 shotgun gangers, via the Tunnels rule, essentially infiltrating right into the rear of my force, in my deployment zone, as close as allowed to my models. I thought he'd rather made a tactical blunder, because models which deploy via Tunnels can't act that turn, they are vulnerable. I successfully pinned down his other tunnel rats and moved to isolate the Bounty Hunter, since I couldn't immediately draw a bead on him. I figured he'd probably down one of my guys, but then I could rush him. I slyly moved a Juve into a tempting position for this purpose. His turn, his Bounty Hunter charges my sacrificial lamb. Fine, the rest of his army is still maneuvering toward me and I will be in a position to clear him up next turn. The combat is actually a draw, since I roll better than him - but his higher Initiative means he wins, capturing my Juve. My turn, I charge his other tunnel rats, taking them out, and charge the Bounty Hunter with my gang Leader and my toughest Juve. Both equipped for close combat. The Bounty Hunter rolls high in both successive combats, putting down and capturing both models over two rounds, covering his next turn. My next turn, three models try and take that goddamn bounty hunter out, but can't even scratch his high T. His turn, Bounty Hunter breaks free of pinning, charges and downs my Heavy, capturing him. This maniac has clobbered and hogtied 4 of my 11 models now. None of the enemy gangers have even engaged my models. The one man army has broken my back on his own. I fail my bottle check and run, leaving 4 of the Mad Dogs, including the 2 most expensive and important ones, in the hands of my enemy. Now being captured in Necromunda means you have several options: - Negotiate a ransom. The equipment he can take off those 4 models costs more than the cash I have to offer, so I basically have to give him everything I have, and it's still the better move for him to refuse. - Sold into slavery. He can get revenue for each model, and keeps their gear. This is his best option and my guys are to all intents and purposes dead, so I'm screwed. - Play the Rescue scenario, which seems both complex and dicey. We each have random numbers to start the game, but his guys come in at my denuded rescue party as reinforcements, and I wouldn't have any reinforcements, even if I had enough models left in the gang! God drat, 4 of my 11 are in limbo, and I've still got another guy captured by another campaign participant (I'm trying to Rescue him tomorrow). Can the Mad Dogs chew their way free from their bonds? Necromunda is fun.
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# ¿ May 14, 2017 01:47 |
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ineptmule posted:The Raid (Rescue) is fairly heavily weighted in the attackers' favour - assuming average rolls for the starting gangs. I've seen plenty go either way but I would say it's worth the attempt. You gotta be patient and cautious, spend as much time as you can manoeuvring to get into a killer position before rushing the defenders in a coordinated strike. Funny you should say that . . . turned up, and I ended up playing to rescue my 4 guys (inc leader and heavy) before the 1 guy, which was my first mistake. Would have been better to try the rules in the lower-stakes game first. We were obviously a bit unfamiliar with the rules, and I managed to sneak up close, but not so close that I could charge both his sentries simultaneously. I then took out his leader (the first sentry) but his insanely tough Bounty Hunter (the second sentry) shrugged off the hits. The alarm was raised. That god drat Bounty Hunter took 3 turns to die, taking down 2 more of my own men, while my opponent effortlessly rolled his reinforcements onto the table in a perfect pincer movement. Everything went wrong essentially. By the time I cut my guys free and tried to rush the nearest opponents standing in my way, a net of more numerous and better-armed enemies were closing in. I ended up bottling to save my last rescuers, it was obvious no-one was going to get back to my board edge. It's an interesting mission and I would be interested to play it a few times. It probably does favour the attacker if you play it just right. Unfortunately the terrain interacted with the edge I came in on and his placement of my guys that I couldn't get quite into melee range easily. A few bad rolls and the resulting delay led me into a death spiral. The game sort of left a bad taste in my mouth because my opponent, while a very sporting guy normally, didn't 'get' the Sentry rules and was visibly not having fun as my guys snuck up. So I kind of rushed in a bit more than I would have under perfect circumstances. Maybe due to the high stakes for the campaign, we just felt a bit tenser than usual. At the same time, it was still a hilarious situation really, everyone in the club was laughing about it. Because none of my captive guys fully escaped (I cut them all free, but they didn't get off the board) we counted them all as recaptured and sold into slavery. Hope that's right? I was heartily pleased that the accursed Bounty Hunter (named Boba by my opponent) died of the wounds I gave him. His employer immediately hired a replacement, Jango, before his next game! All in all, that put me down 4 blokes sold away, I lost 1 more dead during the rescue attempt. The Mad Dogs currently have 6 members, one of whom is still captured by another opponent! I will look out for the opportunity to play one more Rescue and get my other guy back before I decide whether to retire the gang from the campaign. Due to this, I shelved them and grabbed out the other gang I've converted, Orlocks. The East Sump Lead Farmers. They had their inaugural match (Gang Fight) against the player with the highest bloody gang rating in the league! I should say, these guys have been playing for a few weeks, some players have had up to 10 games. So my opponent's Cawdor had a gang rating on 1900+, 600 points higher than mine. I still felt a bit wobbly on the tactics but by sheer luck I won the initial gunplay as we closed on each other. He then failed his bottle roll and lost! I raked in a cool 'giant-killer' bonus to my income and XP, and the victory was just big enough (3 casualties caused to 1 casualty taken, and all his went out of action) that I even seized a territory from him, although unfortunately it was a relatively worthless 'Old Ruins'. A great start, but I can remember being equally enthused when the Goliaths won their first 2 games. They've now played 4 games and hang on the precipice of annihilation. Necromunda is a fun, very random, super swingy bag of tricks.
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# ¿ May 14, 2017 18:13 |
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ineptmule posted:No! Fighters that are freed escape even if they don't make it off the table. From the rulebook: Well I'll be damned. That is not the reading I had of it. I guess the Mad Dogs are still viable. I will just pick which gang to use from now on. This will be an awkward conversation making my mate give back all the gear though! Playing again on Sunday, very eager to try some more scenarios.
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# ¿ May 15, 2017 22:53 |
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So I played Necromunda today - the second campaign game for my Orlock gang (the East Sump Lead Farmers). This time I played against my friend's Delaque gang. He has played a fiar few games with them and they've got some meaty skills - didn't bother me because I now know of the giant killer bonus to experience and revenue, which IMO makes it almost preferable to face higher rated gangs. However I had the roll and got to pick the Scenario from the mission table. I went with Ambush, because it seemed cool, sounded as if the attacker (always the one picking the mission, ie me) would have the edge, and because it uses the whole gang. I figured that in most games, especially when you can claim the giant-killer bonus, you want your whole gang in the fray so they can gain experience. We set up and this brought out a question we haven't been able to answer. Can normal deployment be off the ground floor? We somehow got the idea it couldn't be. But this may come from a friend's incorrect knowledge of the original rules, rather than being true in the Community Edition. In any case my opponent had to deploy all in the middle of the board, seemed fairly harsh on him. My initial attacks, a few shooting rolls, didn't produce any result at all, but fortunately he wasn't in the best position to counter attack. After the initial shots had flown both ways, we both had a couple casualties as my initial charges had mostly been defeated. Combat is hella swingy in this game, but also my 3 or 4 charging blokes were definitely overextended against his skilled, experienced gangers, as well as being outnumbered in a couple cases. I had to take a bottle test at the start of the third turn, having lost exactly a quarter of my manpower. Praise the emperor, I passed. Then had an absolutely brutal turn: My gunner types were all worked into optimum positions and the remaining combats were favouring me due to swords and combat weapons. So at the end of the turn he had 6 models down or out and a couple of the remainder pinned (or in one case completely unarmed from failed ammo rolls). He wisely bottled out. So a bit ropey at the beginning, but I managed to smash him up towards the end. What with the giant killer bonus and all my guys did very well from experience rolls. I've got some promising shooters developing and one guy, who faced 2 opponents at once in combat, downing one and flesh-wounding the other, has developed into a combat beast. He's gone from a juve to a full ganger with WS4, and the clutch combat skills 'Step Aside' and 'Feint' to protect him from unlucky rolls. Dude was born to slay. Necromunda is fun. I have done a little more chop-shopping to reflect weapon changes and will get them sprayed today. Hopefully do some painting this week.
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# ¿ May 21, 2017 16:09 |
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glitchkrieg posted:Sounds like a fun game, and that you played up to the strengths of the scenario, nice work! Thanks very much for the clarifications. I think that deployment change will make deployment more interesting. Currently the higher levels go almost unused, which is a shame. I think as long as we avoid having the real game-dominating terrain deployed in the DZ, which we are pretty good at from playing Infinity, we should be fine. I have to say I can see why some gangers will start to get really good (I would have lost my first game hard if it went longer than it did, I believe) but only a few. A lot will get one key advance and then a few which are more marginal like Initiative, Leadership or some less key skill. We haven't seen anything at the level you're describing yet, although I believe one chap has a BS5 heavy.
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# ¿ May 22, 2017 20:51 |
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The Malthusian posted:Necromunda gameplay doesn’t look that different—changes look like alternating model activation and way more test skills: cool, leadership, etc are all split out. They also seem to really want to move away from tables, so everything is custom dice or a bullet list (the toughness chart formula is now just explained as double/higher/equal). Could be good? The marketing videos are fun at least. TBH, I have played Necromunda a bit and I found the main downsides of the system (which otherwise was quick, fun, unpredictable while still rewarding clever tactics - a nice casual game) were paralysis through overwatch, and the all or nothing nature of the IGOUGO system. I think the alternate activation is exactly the change the game needs to make it a bit less swingy.
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# ¿ Oct 26, 2017 18:30 |
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Orlocks look absolutely sick, definitely going to get stung for those at some point. poo poo, haven’t finished painting my previous kitbashed ones. Bit worried that the full necromunda rules will be spread across loads and loads of books though.
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# ¿ Nov 25, 2017 12:30 |
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ineptmule posted:Oh poo poo I have to get into this Dude, you do warmaster as well? Is there a single obscure specialist game you don’t play?
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# ¿ Dec 12, 2017 23:34 |
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ineptmule posted:Erm... You maniac. I can barely handle 40k and infinity, with a little necromunda thrown in. Warmaster - I'll consider it, but honestly I've never been drawn to such large-scale wargames, I prefer the skirmish stuff with 40k as an upper size limit (too large, some might say)
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# ¿ Dec 13, 2017 12:05 |
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JcDent posted:Also, I kinda finished painting my Goliaths, which means I'm fed up and I'll just have to live with all of the mistakes that I have made while doing it. Girlfriend-quality pictures to follow tomorrow. Cool looking gang. Did you build them exactly as the set crew in the game box? It didn’t look to me like there are a terribly customisable lot of poses available to the goliaths, didn’t know if weapons were similarly restricted. Beerdeer posted:I would love a return of Man O War, but it falls squarely into that goofy part of the hobby they pretend doesn't exist any more. Amen to that, I like some of GW’s specialist games but not everything evokes a surge of indiscriminate nostalgia in me. I get it was fun for people at the time, but the models and general imagery of that game look weird as gently caress.
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# ¿ Dec 16, 2017 21:10 |
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So I bought the core new-cromunda rules and have read through - getting ready to play some introductory games against forums user ineptmule this week. I had one question about the quite abstracted cover rules: I get that a Prone fighter partially behind an Obstacle (ie one of the plastic barricades that comes in the box) is completely hidden. It’s assumed they have crawled into cover from view. If an Active fighter is completely behind (within .5” of) a barricade, it seems they can fire past/through it, ignoring the barricade for LoS purposes. My question is, can this Active, completely behind barricade fighter shoot even if the Obstacle is completely solid, offering no TLoS at his target? This is implied in the rules but seems different to GW’s usual design ethos. Conversely, can the Active fighter behind his barricade be targeted (by enemies further away) through the barricade? Obviously not if there’s no TLoS, but he could easily be fully behind the barricade and still visible through an opening or over a lower bit of cover. The rules seem to imply that even though a fighter looks visible in that situation, they are considered completely hidden and untargetable. This would give fighters fully behind Obstacles complete control of firefights though, can’t be right. If there are different or TLoS centric rules in the Gang War supplement could someone please warn me off? Likely going to buy it in a few days, don’t want to go nuts learning the wrong (basic) rules. Cheers.
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# ¿ Dec 20, 2017 10:55 |
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berzerkmonkey posted:It makes sense in NM too - you're an untrained drug-addict running through a dark underhive, God knows what underfoot, while people are shooting at you. I honestly like it for small scale skirmish games. They should be quick to play out but challenging to make decisions for, and I think pre-measuring is part of that. It also helps me put myself in the place of my little dudes, trying to make judgments on what to do, so for necromunda ‘can I make it to that guy with my lead pipe before he shoots me’ etc. So Gang War does just say TLoS, making the whole thing moot. Overall I like the bulk of new ideas/tweaks/changes, although experience gain does seem slower than old Necromunda and I’m not sure Juves will really be worth it as they were in the old version, it will take a lot of games to even get their stats up to those of gangers, let alone the champions they are supposed to promote to. This is all based on a read through though, haven’t played yet. Book’s editing and layout is utter crap though, already found a few omissions or mistakes and it weirdly repeats some Underhive stuff, leaves out other bits, and bits of info are all over the place. I will still buy Gang War 2, both because I want to and because I will back Necromunda to the hilt in order to try and get them to support it more heavily; however I really would be happier with a complete, better edited compendium rulebook (or just have updated digital versions like any other modern company!).
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# ¿ Dec 21, 2017 15:38 |
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ineptmule posted:Two great games of Newcromunda against Genghis Cohen today. I was sceptical about the game but any reservations are completely gone! It’s definitely a good game. This smug face is his very polite way of saying the Goliaths were comprehensively outmanoeuvred, then destroyed in detail and finally swept off the board altogether - he only lost his Gang Leader, in the final exchange. I do agree that Eschers are definitely competitive with Goliaths - the S and T are big advantages, yes, but actually movement is a pretty significant edge to the other side. This was emphasised because ineptmule did judge distance and make better use of the activation system than I did. The game will still be won by the player who gets more effective shots off and charges the enemy’s ranged dudes with his cc specialists. No one on the Goliath side could compete with an Escher Champion with a power sword (allowing parries) and the Step Aside skill, either! It’s a really interesting game and the activation system adds a lot of interest to Necromunda’s normal tension of ‘if I don’t get him, he’ll definitely get me’ face-offs between models. For an overall campaign, my initial impressions are only that experience gain does seem a bit slower than old version, although stat and skill increases are no longer random; champions are a really important starting resource for their wounds, fighting skills etc and also are critical to the post game sequence; juves promote to champions at the end of a campaign cycle, but this will happen way before they actually reach the stats of a champion, seems a bit odd. House weapon lists for starting gangs are very narrow indeed, and I can see goliaths certainly doing a lot of shopping outside the house list after the first game of a campaign.
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# ¿ Dec 24, 2017 16:56 |
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ineptmule posted:I actually think the Goliaths’ greatest advantage is their insanely tough Cool stat. Even once they begin bottling, getting them to run is loving hard. Your guys ground it out to the bitter end (partly because we knew we wouldn’t have an ongoing campaign) and just kept bossing their Bottle rolls. I agree, and I would certainly have bottled out at the earliest opportunity in that game were we playing for keeps - following your initial bait n switch on deployment I don’t think there was ever a turn where I thought I could do more than hold you off. Although if your leader hadn’t stood up from that first krak grenade hit it might have hindered your canny Overseer moves a bit! I have been looking at how to set up a Goliath gang since that game. I think I’d probably try and shoot for some more grenades and auto guns (not available at the start) after game 1, but the theory of using close combat guys is sound - I just need to get better at playing to get them into range. Goliath ranged to hit is pants, but again, if I played better that might not be a critical difference, since it’s offset by the difference in wound rolls. By the way, Escher do pay a lean 5pts for lasguns(!), apparently this was asked and answered in a designers commentary. I really rate their emphasis on mobility and a mix of shooting & CC, their starting skill tables seem to leap out a bit more than Goliaths’. But I do have a couple different ideas for skills to try out. You seem to have put your finger straight on the consensus by the way - Overseer is considered a candidate for best skill in the game.
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# ¿ Dec 24, 2017 17:55 |
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ineptmule posted:Maybe it's just the long term Necro grognard in me but I really feel the house weapon lists are shite. I always hated them in Oldcromunda but at least they all had mostly the same basic items like las and autoguns, the common pistols, and the like. I like the aim to make the gangs more diverse from the get go but I would have given each a handful of unique items that they can get and then access to a broader range of common equipment. Yeah, overseer allowed a couple of your activations to really get the drop on my guys and is the only way we found to break the conventional activation sequence. Very handy. Weapon lists, I think they are easily circumvented by just buying gear after game 1 - but that is then a silly workaround to what should be available normally. Either commit to heavily themed weapons sets or don't - currently you can't give out generic kit at creation, but its unrestricted from just afterwards!
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# ¿ Dec 24, 2017 20:48 |
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JcDent posted:Plus, you don't even have models for trader post weapon dudes... or some of the legal combos, either. I’ll be honest, this doesn’t bother me much. Obviously given the choice I’d rather they had released a more flexible spruce with varied bits, but conversion has always been an expected part of the game for me.
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# ¿ Dec 24, 2017 23:13 |
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ineptmule posted:After enjoying Newcromunda so much on Saturday, I’ve splurged and treated myself to the boxed game. I’m going to the FLGS tomorrow to pick it up Lol, Necro-mania sweeps the nation. I got my brother and his gf to play a quick three player game earlier, although we were interrupted by the onset of Xmas lunch. Not before a few grenades were rolled into close combat, a flamer fired through a duct and some shotgun rounds exchanged though!
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# ¿ Dec 25, 2017 22:15 |
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ineptmule posted:Played another game of Necromunda this evening. Long old slog, extremely brutal war of attrition. Only using Legacy Gangs for this campaign, my Van Saar against a friend’s Cawdor. He’s now playing a game against another friend’s Delaque. This is interesting - how did you find the shooting/melee balance? Was this on 3D terrain? How did you find the distinctions between gangs? I do agree about experience gain being slower, you absolutely caned me and I think one of your guys, having been an absolute hero, could get the smallest advance? Not very promising compared to old-cromunda, especially once that cumulative penalty of +2 cost for each advance starts stacking up. I do think the experience gain can’t be quite as fast as it previously was, since stats and primary skills can be picked - people will just build perfect super-soldiers with tuned up weapon selections right off the bat. I think maybe experience for every time they cause a serious injury or OOA result. If it stays as written, then obviously that is very slow and you’d find your cc guys (and random dudes who charge downed models) leaping ahead of ranged fighters - even if the latter do great work in a game they might end up with no bonus XP at all! Still rather disturbed by how poo poo juves are/will be as they develop. I worked out a Goliath juve will need 72 XP to equal the stats of a starting Champion, (including discounts for the stats he has, Move and Initiative, which are higher) and he’s obviously likely to promote, finish a campaign and start incurring xp penalties to his advances long before then. I would take a couple juves to bulk out my gang, have a bit of fun etc, but if they do survive and pick up Champion status I’ll be a bit disappointed to have my ostensible hard men walking around with lower stats all round then the starting ones! I foresee juves being developed by more cynical, professional players as basically specialists - you can’t make them as strong all round as Champions, but you can pump movement and relevant agility/stealth skills to use them as objective grabbers, for example. So what I see as prime ground for agreed house rules: - being able to take weapons off models. I mean why wouldn’t you? - bigger xp gain. Is the cumulative xp penalty of +2 too much? Will start to really add up. Maybe +1 is enough? - some sort of trading post access at creation. Currently I think most people are going to half-equip their gang, griz through their first game, then buy the rest of their kit, which is just silly.
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# ¿ Dec 27, 2017 11:32 |
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Ha! I played a sort of game the other day against my brother (who no longer does table top games generally) using both my gangs. I just fudged amounts and weapons, we used 6 guys each. I gave him a flamer, that was a mistake. I had 3 chaps on fire at one point.
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# ¿ Dec 27, 2017 12:10 |
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JcDent posted:MGW started a necromunda show: I watched this and took a free trial of their pay to view service to watch a second one, which was orlocks vs Goliaths. Hilariously the Orlock guy took only 6 models, three of which (leader and champions) all took heavy stubbers and the shooting skill Ballistics Expert. This is hilarious because it’s exactly the sort of dick move someone with old-cromunda experience would take to try and break a campaign, making it as unfunny for his opponents as possible. Also funny because they didn’t understand the rules for that skill, it can’t be used for any benefit with unwieldy weapons. But they rolled up a scenario where the Orlocks were sentries, and they got rolled. Just what the knob deserved. I cancelled my free subscription.
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# ¿ Dec 27, 2017 20:52 |
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Fully agree about the Goliath weapons being a bit too specific and industrial. Weapon packs can't come soon enough although I am well supplied with bits for the moment. I'd like to see what they can produce nowadays.
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# ¿ Dec 29, 2017 19:12 |
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poo poo, yeah that's awful. My draft starting roster for Goliaths has about 6 ccw/pistol dudes!
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# ¿ Dec 29, 2017 23:17 |
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ineptmule posted:All I’m saying is that these things are worth the effort to convert properly, I’m not at all against swapping things around but we owe it to ourselves to make the minis look good in the end. Purity is strength? In all seriousness, though, slicing weapons off hands (use a knife, not clippers) and readjusting them is basic converting, once you try it it isn’t that hard. I use plastic glue where possible for that, it creates a stronger bond and sets gradually, letting you get the placement and especially angle right. That's the only tricky part - for the longer part of a weapon, eg a sword blade, turn the model and look at it from all angles to ensure it is pointed correctly, any thing else will stick out a mile once done.
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# ¿ Jan 1, 2018 12:17 |
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Lovely Joe Stalin posted:Thanks for the replies. I'll probably just go ahead and build them as the starter gangs then. I'm intending to go with Orlocks eventually anyway. Same here, they look awesome. I do really want all the primary gangs released before jumping into a big campaign though. There's some awesome future of necromunda stuff revealed at some GW event today. Pictures here: http://battlebunnies.blogspot.co.uk/2018/02/the-future-of-necromunda-seminar.html Looks like they've got some really cool outlandish ideas for characters, background models, detailed settings beyond Hive Primus, all good stuff.
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# ¿ Feb 3, 2018 18:45 |
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And a load more pics released today, including the FW weapon packs for Goliaths and Orlocks. This game is getting some loving sick support, can't wait to see the next gang.
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# ¿ Feb 4, 2018 18:41 |
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ineptmule posted:I am so pumped for all this new Necro stuff. Gonna give all my sweet cash to GW in the next few months. Can’t wait. Has your group done any campaign play yet?
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# ¿ Feb 5, 2018 18:38 |
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Yeah, sorry mate, they’re known to be identical sprues. In the upside though, the FW bits collections look pretty great!ineptmule posted:A little. Its been slow getting started. Id estimate 4-6 games played so far among a pool of five people. Currently only three fighters have levelled up (and thats with one player abusing the gently caress out of the Mentor skill) so our fears about slow XP development seem to be fully realised. Interesting stuff man. I would have thought the 3 prime candidate house rules would be 1. Pick equipment from the common armoury as well as your house list from the start 2. Models can give up, sell or swap their kit freely between games 3. Experience for every wound caused, after saves (or for every injury roll. Or for each serious injury/OOA. This one could be tweaked a few ways) In any case let me know how it goes! Still happy to come down and play at your club sometime.
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# ¿ Feb 6, 2018 18:45 |
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Just wanted to say that I don't play 30k, but this is a loving sweet looking squad. One of the coolest I've seen. Great job. I have been prepping my Orlock and Goliath gangs (converted pre-Necromunda reboot) for painting. While I'm technically happy with the conversions I did, I have to say my enthusiasm for them has really been damped by seeing the top quality new plastic kits, and the upcoming FW weapon packs. Still have to crack on and finish them before I consider buying any more models. I did pre-order Gang War 2, the Orlock cards and (jesus I'm such a patsy) the Orlock dice. They were too shiny. I justify it to myself by saying it's my solemn duty to support new-cromunda financially, so they will keep making stuff for it. Really wish there was a complete, better-edited compendium including all 6 core gangs though.
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# ¿ Feb 11, 2018 20:29 |
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Booyah- posted:What are people's thoughts about Necromunda as a core game experience? Does it play well with just the included board and scenarios? It plays fine with the board, I don't think it's necessary to buy 3d terrain unless you really want to. I do think the main pull of Necromunda though is in the campaign system, and that's all in the Gang war supplement(s). These update and override some of the equipment, skills, stats etc in the core book. So unless you only want to play Escher and Goliath gangs, without any campaign progression, you probably want the extra book.
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# ¿ Feb 11, 2018 23:29 |
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Sorry to hear the bad news about GW2. I preordered (from a retailer, not direct) and I too disagree with the the way they’re handling the Necromunda rules. Will be reading my copy tonight. But what I was really looking forward to, on top of orlock rules and background, was a comprehensive trading post and general weapon rules. Gutted to hear so much of an already slim book is other niffnaff and trivia. Also, got Gang Cards. I like the presentation and the idea of tactic cards. Like stratagems in 40k, I feel it adds a fun twist to games. But why the everlasting gently caress are there different ones which aren’t printed in a book anywhere, and apparently the ‘generic’ gang tactics (ie not specific to Goliath/Escher/Orlock) aren’t even the same in each set!? That takes these away from the realm of useful references, and into collectible card territory. If anyone has played xwing or any other FFG things, they do that. Rules cards are split differently over sets with no rhyme or reason, to encourage you to buy more tat since it’s the only way to officially access certain rules. Absolutely hate it. Compendium rules (and faqs/corrections) can’t come soon enough imo.
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# ¿ Feb 19, 2018 19:00 |
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ineptmule posted:I’m not sure I’ve ever seen a boardgame/minis release where the physical product and core gameplay experience is so good, and yet the books containing the rules are so bad. Yeah, really. I just read the book and it's pretty bloody thin stuff. As mentioned, beyond the numerous errors and omissions in what is supposed to be a comprehensive list of weapons and kit, there's just no cost given for half the weapons, making it 100% useless! Barely feel there was anything about the core Orlock background. Necromunda is very, very cool as a setting but they could do a lot better in how the rules are laid out and explained. The whole thing is scented with 'classic' GW's complete inability/unwillingness to engage with how their rules would play in-game. So loads of dead end stuff, trap options, over-complex rules where you randomise 3 effects in a row, all that. Hangers-on are a very cool idea as are most of the bounty hunters. Most of the bounty hunters (stock and special character) seem pretty pants compared to gang champions though. The specials seem like a symptom of that lack of understanding rules 'crunch' - I know it's not very characterful but most of the scariness of experienced Necromunda gangs comes from the min-maxed combo of strong skills, advances to the right stats and powerful special weaponry. Whereas these unique characters mostly have mixed statlines and very basic equipment. Which is cool and good, I know Necromunda isn't suitable for competitive play, but having these guys show up to a game costs more than buying and generously equipping a starting champion - who will lack some skills, but can gain them and doesn't have to be paid for again! All in all, I'm a combination of bitterly dissappointed and absolutely stoked to play some Necromunda. Painting my Goliaths, but in the long term I think when I buy new models, Orlocks will be the gang for me. The concepts teased recently for Van Saar, Delaque & Cawdor all looked sick though. I can't wait.
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# ¿ Feb 19, 2018 21:18 |
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Some pretty sweet terrain and chaos cultists mate. I do hope the rumoured rules in white dwarf for chaos and genestealer cults come out soon. If they’re done well they’d go a long way toward improving gang variety. I have just joined a couple of the aforementioned necromunda Facebook groups - before I ask on there, is anyone here based around Birmingham (uk not Alabama)? I really want to take part in a proper gang war but my wargaming buddies at the moment are pretty limited.
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# ¿ Feb 22, 2018 19:04 |
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Some interesting points on game balance there! Necromunda's scenarios, as in the previous version, can be savagely random and/or one-sided. The current rules for gangers missing games seem to exacerbate this; loads of the battle reports I've seen have featured one side (it's not as bad when it's both) down to a couple guys. Of course if you're massively outnumbered you are likely to take a kicking. Does there need to be a house rule for 'maximum numbers fielded' at 10 or 12? Perhaps a maximum number disparity for any game? Grenades and more seriously the launcher are definitely too good. Easy house rule would be to impose a -1 or -2 to rolls where the central hole of the template isn't over a model. It will just get ridiculous otherwise, what happens to a campaign if one player has several 2+BS models with grenade launchers just smashing the enemy as soon as they come near corners? The more I hear about this sort of thing, the more I think part of the arbitrator's job in Necromunda has to be to enforce the spirit of the game. I'm not saying no-one should take the 'best' skills or weapons, but if people are equipping loads of their guys the same or following the same optimum progression for all their models, I think it undermines the interesting chaos that is supposed to result (and always did with fully random advances). I'm not advocating a full return to random poo poo, I just think the game needs to be played with a certain attitude. It's easily broken at the moment.
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# ¿ Feb 23, 2018 14:38 |
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# ¿ Apr 27, 2024 22:15 |
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bonds0097 posted:Thats all less than 1000 credits? I barely managed a 7 man gang. In both Goliath and Orlock starting gangs (and I have drawn up a few since getting the books) I have aimed for 10 models each time. It's a bit of a squeeze and certainly won't allow any super fancy weapons for leader and champions, but it is doable. I thought that was better because of both attrition from injuries (you might go down to a simply unworkable number of models after a bad game, leading to a spiral of defeats) and because your experience comes from taking part in games. Better to get your blokes out there with one simple gun and start gaining xp than buy them in later on.
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# ¿ Mar 1, 2018 17:48 |