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Lumpy
Apr 26, 2002

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College Slice

Spanish Manlove posted:

The octarius box was such a good deal, congrats for getting it for cheap. The terrain is super modular for KT and really fun

Yeah, it was my very first GW thing, and it is pretty awesome. If you can Count Thrashula, get two, that way you can build all the options for the Vet Guard, who are an amazing team that you'll want them all for.

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Lumpy
Apr 26, 2002

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College Slice
Now Kill Team has crazy terrain rules: https://www.warhammer-community.com/2022/03/09/create-cinematic-movie-moments-with-kill-team-nachmunds-interactive-killzone/

Not sure how I feel about this yet.

Lumpy
Apr 26, 2002

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College Slice
Gonna make a killing selling 3D printed vent covers.

Lumpy
Apr 26, 2002

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College Slice
I want to get into Necromunda just because I like making terrain.

Lumpy
Apr 26, 2002

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College Slice

Guildencrantz posted:

Conversely, I got into terrain building because of Necromunda. It's the perfect game for it. One, it really benefits from having lots of multilevel terrain on the table, two, it has fun rules for all sorts of weird terrain features, and three, the "underhive ruins" vibe means that any imperfections and random builds from trash and scrap plastic are entirely fine and thematically appropriate.

Yeah, I love the theme / setting. I just need to find people to play with!

EDIT: is the rulebook in the Hive War box the full rulebook, or will I eventually need to get the core rulebook?

Lumpy fucked around with this message at 18:18 on Apr 12, 2022

Lumpy
Apr 26, 2002

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College Slice
Is the Ash Waste Necromunda rulebook a supplement for the new stuff, or is it everything plus? Because I finally just found a copy of the "old" rulebook and ordered it....

Lumpy
Apr 26, 2002

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College Slice

Lumbermouth posted:

The preview says "an updated rule book – which features all of the basic rules for the game (indoor and outdoor) as well as new rules for mounted fighters and vehicles."

Think I'm gonna hop on Ash Wastes solely for that.

Anyone want to buy an unopened pre-wastes rulebook? :v:

Lumpy
Apr 26, 2002

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College Slice

Virtual Russian posted:

I helped host an old necromunda campaign over a decade back. We built a massive number of very nice looking terrain pieces from a combination of junk, bitz, and a lot of foam-core. Probably the most fun I had gaming.

I said before one of the reasons I was getting into Necromunda was to make terrain and I wasn't kidding. Battle Brothers Tabletop had a episode / interview with Glass Half Dead out today (or yesterday) titled "Is Kill Team Any Fun" and basically summed up what something I felt but hadn't consciously realized: KT is a very solid and good game, but it is designed for being super competitive, and you have to be so focused on rules / strategy / etc. while you play that it is borderline stressful. I actually enjoy that sometimes and will definitely be playing KT for a while, but Necromunda just seems like fun. Someone posted about it's just crazy poo poo happening and you tell stories about nutso endings to games and so on and how the models develop personalities and so and and I'm all sorts of in on that as well.

Lumpy
Apr 26, 2002

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College Slice

Yeast posted:

Yep buy the rule book (when it’s seperate In a couple of weeks) and your house specific book, then you’re good to go.

Stuff like the book of peril etc is a ‘nice to have’ after your first campaign or 2.

The ash wastes book itself is the current rule book with some minor FAQs and the new ash wastes setting and missions.

They updated the Necromunda rulebook errata a couple days ago: https://www.warhammer-community.com/wp-content/uploads/2018/12/87J0jgS4omrX35qE.pdf. There's some vehicle related stuff in there, but nothing about vehicle combat and so on.

Lumpy
Apr 26, 2002

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College Slice
Necromomunda gang question: you can promote a Prospect to a Champion, but reading the House of Shadow book, it looks like Gangers can become Specialists, but can't go up to Prospect? Ditto with Juves... they can be Specialists, but never Gangers? Just want to make sure I got that right.

EDIT: I found the Advancements thing where you can make a specialist into a champion, so seems I was sort of right!

Lumpy fucked around with this message at 01:38 on May 5, 2022

Lumpy
Apr 26, 2002

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College Slice

chin up everything sucks posted:

Doing up my squats a the Deep Rock Galactic - Necromunda Branch.

Can I get a 'Rock and Stone' everybody?

:perfect:

Lumpy
Apr 26, 2002

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College Slice

Bored Online posted:

The new killteam box reveal has me questioning something from the compendium. I am new to the game, and have only played with explicitly killteam units.

In compendium, it looks like infiltrators can only take five models to make a killteam, but the promo pictures have ten models. Is there something I am missing?

The bespoke teams have a large number of specialists, but still limit the team to X models. For example, the Legionary team has 10 models because there are 9+ specialists but the team is still limited to six models.

Lumpy
Apr 26, 2002

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College Slice

a7m2 posted:

If a friend and I want to get into Necromunda, what's a good way to start? It seems really difficult to get into now. What rule books do I even get?

I already own a Van Saar box (I got it as a gift a long time ago) and plenty of terrain but I'm not dead set on Van Saar. I'd love to get two teams that are fairly balanced towards each other.

I just started and picked up the core rule book and the House of _____ for my gang as was recommended here, has everything you need and a big campaign. If you can wait, and if the Ash Wastes rulebook is coming out soon (I think someone here said like 3 weeks?) then I'd probably grab that rulebook instead.

Lumpy
Apr 26, 2002

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College Slice

Jack B Nimble posted:

I have my first Kill Team game tentatively scheduled with a dude I met while observing a local 40k tournament. He's interested in learning Kill Team and we're going to meet up next weekend.

Things I'll have:
A selection of Kill Teams, the Core Rule Book, Dice, tape measure.

Things I think I'll need to craft/proxy:
Some cards? I actually have some blank playing cards used to homebrew board games, so I could craft up something nicer than index cards or scrap paper.
Tokens? I also have blank tokens, so ditto.
Any arm list off of battle scribe?

My physical rulebook hasn't come in yet, but it should be in by next game, and of course I can study things online through PDFs.

Any major components I'm overlooking? If it's army dependent, I plan on bringing a Tactical Squad, Skitarri, and Sisters of Battle (a "regular" squad, my Novitiates aren't assembled)

Edit: Goddamnit, I only skimmed the Skitarri Roster and only now do I realize that the 10 model box I just purchased doesn't make a full kill team because it should be 11 models, not 10. Bleh, I'm getting pretty sick of owning most of like four Kill Teams.

I hadn't read the "Hunter Clade" rules, which seeeem to be one leader and 9 troopers? So my box is good?

Things you need for Kill Team:

* Core rules (book or digital)
* Rules / data cards for your team(s) (book or digital)
* Models for your roster(s)
* Tokens (order tokens, injury tokens, APL tokens, etc.)
* The measuring doodads (which you can replace with a tape measure, but they are nice to have)
* Tac op cards (two sets)
* Board to pay on (22"x30")
* Terrain to put on said board.
* Some D6 to roll
* Some dice to mark wounds

And yeah, a Hunter Clade team is a leader and nine other operatives, so 10 models is all you need.

A couple videos on how to put down good terrain:

https://www.youtube.com/watch?v=pDqhBexa2XE
https://www.youtube.com/watch?v=vmw5z1qUfpQ

Rules that get messed up all the time:

* Vantage points only work on people in LIGHT cover.
* You need to be more than 2" away from heavy terrain to be obscured by it.
* The "No Cover" rule doesn't actually remove cover; it takes away the auto save that cover give you. (the "Indirect" rule actually removes cover)

Have fun!

Lumpy
Apr 26, 2002

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College Slice

EdsTeioh posted:

I figured that'd also be an option. Did you do one plasma and one melta?

You absolutely want the plasma. The melta can be handy when fighting teams with invulns, so it's nice to have, but plasma is king, esp. when you can give yourself re-rolling 1s.

Lumpy
Apr 26, 2002

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College Slice

EdsTeioh posted:

OOOOH ok, so, frex I hit with a Long Las and get one 6, opponent gets 3 6s, I'm still doing 3 wounds?

Yes. For every crit you roll, you do the MW damage. So if you rolled 3 6s and they rolled 36s, you do 9 wounds. Which is why melta is used against invulns because it stacks so much MW on crits.

Lumpy
Apr 26, 2002

La! La! La! Laaaa!



College Slice

Lucinice posted:

Does anyone know the dimensions of the Necromunda Zone Mortalis walls and columns? I'm looking to do some custom terrain and I need those as reference.

Measurements taken with a tape measure and only one cup of coffee in me so they might not be perfect, but this is what I got for mine:

Columns:
- 2 7/32" (52mm) wide
- 2 9/32" (57.5mm) tall
- The corners of the angled parts are set in 5/16" (7mm) which give it a face of .5"

Walls
- 1 27/32" (47mm) length
- 1 3/4" (44mm) wide (not counting the light fixtures at the tops)
- 2 9/32" (57.5mm) tall

Lumpy fucked around with this message at 14:39 on Jun 28, 2022

Lumpy
Apr 26, 2002

La! La! La! Laaaa!



College Slice
In Necromunda, what limits are there on stuff you can give Juves and Gangers from the trading post? Can you give them any item from the categories they have access to?

Lumpy
Apr 26, 2002

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College Slice

Floppychop posted:

I feel like the financial incentive against the rulebook churn, especially with games like Necromunda, is just getting more players.

We're trying to get a Necromunda league started locally and there's been more than a few people that realize they need almost $200 in books to play with your models that cost $50.

But I suppose the profit margin on books is so large that they're fine with only getting 1/3 of interested players to actually buy in.

We just started a campaign and we did a "how to play" game to go over the rules, and the six of us share two rule books during games if we have to look things up, and it's worked so far to keep new players from balking at the cost.


Speaking of Necromunda campaigns: does anyone know of any sources of good 3-4 player scenarios? I know there's a couple in the rulebook, and one or two in each house book that can be played that way, but I was hoping for a big treasure trove of homebrew ones I failed to find.

Lumpy
Apr 26, 2002

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College Slice

War and Pieces posted:

I'm afraid I am too dumb to keep track of them if they're unique and will be too sad when they die :(

I put their names on the back of their bases with a paint marker. This is especially important for Delaque, because they all look the same from more than 1" away.

Lumpy
Apr 26, 2002

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College Slice

Hipster Occultist posted:

So I just picked up the Ironhead Squats, some friends wanted to start a Necromunda campaign for the first time and apparently I bought the newest thing that has very little written about it.

how do you folks think this looks?



Seems fine, but I don't have the Squats book so I don't know the weapon stats (how Ironhead guns differ). The only thing I'd change is maybe lose one armorless ganger and add a couple melee focused juves. Right now you only have two people who can melee, and one you don't want to lose probably. With your small movement, you are much more likely to get charged than be the one charging, so having some disposable bodies you can put as meatshields around your other people is not a bad idea. That said, it's Necromunda, so if your list feels cool to play, then it's a good one!

Lumpy
Apr 26, 2002

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College Slice

actually3raccoons posted:

I'm finally starting my group's first Necromunda campaign (running Dominion) this weekend :toot:

It's just four of us, but I'm not sure what to do to end it. Should we stop at a certain gang value? Just play a certain number of campaign weeks and hand out Triumphs? What's worked best for you folks?

I am running my first campaign (which is also the first campaign I have ever played in) and we are doing fixed number of "Game Weeks", which is two battles (or one issued challenge) per player. So yeah, there will be four game weeks in the takeover phase, and then it's over and the Triumphs go out.

You'll have a blast. I'm really, really loving Necromunda both as a game and as campaign system. Hearing people talk about how it was a "game of cool moments people talk about for weeks after" here is what got me to try it, and they were spot on.

Lumpy
Apr 26, 2002

La! La! La! Laaaa!



College Slice

Drewjitsu posted:

I have also been shanghai'd into a kill team group, and I have chosen VG as my team. Any advice on how to play them for an absolute noob would be muchly appreciated.

VG are one of, if not the hardest team to play well, as there are so many moving parts. So the crash course is:

- Plasma

- Your biggest strength is bodies: you out-activate everyone so use that to your advantage by either moving your chaff into threatening positions early to make opponents come out and shoot them, or simply hiding people then passing units who aren't going to move / do much anyway until your opponent is out of activations, then you can move where you want (avoiding overwatch, of course)

- The spotter is a sniper's good friend, but he is even better friends with your plasma gunner. Letting your plasma blast a guy who's in conceal is wonderful, and your sniper can still shoot w/ silent. If you issue the order to re-roll 1s to shoot, overcharge all day.

- The downside of that many bodies is you have to clump up. Ask if your opponent has and blast / torrent weapons and try not to get caught out.

- Plasma

- Park your medic 2.1" away from your plasma.

- Take the 4 troopers, give them a krak and frag, run them out to try to take people out or draw fire. Remember they activate in pairs!

- Keep your comms guy near your leader, and park them in the back. Relaying orders is hugely helpful. Some like to take the pistol / chains word leader, but I think keeping them back and ensuring orders for all all game is goodly.

- Giving the Demo guy +1 AP means he can move, plant the mine and detonate it on the same turn. This is absolutely devastating.

- You almost always want to use Into The Breach first turn to move almost everyone 3" before the first turn. You can deploy in "bad" spots knowing you can get into cover before anyone can activate.

- Give somebody the Rosary. Giving it to the Bruiser or Hardened Vet can make them super hard to kill.

- You absolutely want to take a grenade launcher.

- Plasma

- Against invuln save teams / super high wound teams, melta (in addition to plasma)

Lumpy
Apr 26, 2002

La! La! La! Laaaa!



College Slice

Floppychop posted:

For running Veteran Guardsmen, is it generally better to take 4 more bodies or use one of the air/artillery strikes?

99.846% of the time, four more bodies is better.

Lumpy
Apr 26, 2002

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College Slice
Necromunda campaign question: if a player has a territory that gives them a hanger-on as a boon (I.e. they own the Rouge Doc Shop and get the free doc) and then that hanger on is killed, is the boon lost, or do they get a replacement?

Lumpy
Apr 26, 2002

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College Slice

actually3raccoons posted:

If I was the Arbitrator I’d rule that they would get a new Doc in 6. Update Roster, step C. The territory just says that you may recruit a Rogue Doc, but since this happens after the medical escort step of the Post Battle actions the new Rogue Doc wouldn’t be available to stabilize any injured fighters from that last scenario where the other Rogue Doc was killed.

That makes sense, thanks!

Lumpy
Apr 26, 2002

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College Slice

Hipster Occultist posted:

Regarding CC attacks in Necromunda, let's say that i have 2 base attacks, a pistol, and a power fist. How many attacks in cc do I have? I'm a little confused about what the book means with "dual" weapons.
Dual is if you have two of the same weapon, I think. So if you have an Attacks of 2, and you have one pistol and one power fist, you’d have two attacks. If you charged, you’d have three, but only one could be assigned to the pistol. If you had TWO power fists, you’d get three attacks base (+1 for dual weapons with the Melee attribute) and four if you charged. At least that is my understanding, but it is unclear exactly if “dual” means any two, two of the same type (I.e. pistol -or- melee) or just “two weapons that can be used in close combat “. So the above poster could be correct as well.

Lumpy fucked around with this message at 03:17 on Aug 5, 2022

Lumpy
Apr 26, 2002

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College Slice

Hipster Occultist posted:

Well, I can't just leave this hanging.

Do tell.

As someone who has it and gets to roll 9 attacks, I suspect I know their pain.

Lumpy
Apr 26, 2002

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College Slice

Covermeinsunshine posted:

So played my two first games of new KT yesterday. Game good. But holy moly did I pick a wrong team(vet guard) to learn the game with

Yep.

Lumpy
Apr 26, 2002

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College Slice

Covermeinsunshine posted:

I'm thinking that printing everything on separate cards (gear, strategic ops etc) might help a lot.

Funny thing - my first game against warp coven went better than second game against novitate. Against coven I was playing it super safe and lost on points but against sisters it was boot - > my face

Novitiate played by someone who is good with them is absolutely terrifying.

Lumpy
Apr 26, 2002

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College Slice

Siivola posted:

I want to build a Kill Team, but the only things I feel like painting are tactical Marines and Eldar Guardians. :negative:

Good News! You can make kill teams with those models! What's that, you want to win occasionally.... oh. Sorry.

Lumpy
Apr 26, 2002

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College Slice

Ravendas posted:

I played a lot of LRB Necromunda 10+ years ago, and loved the "raggedy gangers with handmedown weapons" was definitely more 'true' to the original gang warfare than the current fare. Sure, the new version is still supported, but that doesn't mean it's better. Having to buy a $50 book every few months to stay current, with the complete mishmash of rules all over the place to really get anything done, I'm not sure I like it! It's just too much cost and effort to stay current.

I might just get the basic ganger boxes and run them with LRB rules if I ever play Necromunda again. I do have the basic rulebook and one house book, it's just too expensive to expect my non-gamer friends to make similar purchases to get into it.

A single box of $40 minis and a single pdf to play is a lot more accessible, both monetarily and fitting all of the rules into someone's head. It's a lot less effort to just play the LRB rules. My friends won't buy and digest all of the new Goliath or Van Saar rules, but they can grok "All of the houses are basically the same ruleset, just different starting gear and different talents they have access to". Here is a single pdf to play.

At best, if we play with the new rules, we'll just have a single rulebook, maybe one of each House book for those playing, the pdf for the trading good store because that isn't actually in print anymore (???), and just play with the basic stuff. I loved the original Ash Wastes idea (have it printed out!), but the current fare is too much for me.

Edit: Laughing about effort as I magnetize an entire gang. I'm picky with my amount of effort I guess. Still painting my escher slowly.

https://twitter.com/Ravendas16/status/1559384934564904960

I magnetized a box of Delaque and all the arms in the upgrades box as well based on your other post. Totally stealing your nail in a cork thing to paint the arms.

Lumpy
Apr 26, 2002

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College Slice
Necromunda question: if model A is standing up against a barricade, can model B charge to be touching the other side of the barricade and fight?

Lumpy
Apr 26, 2002

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College Slice

Squibsy posted:

I have a nice ragtag bunch of older Ork Kommandos from the last metal set (with the Nob who has a Ron Perlman face and a power klaw) and some built with the forge world upgrades - are these guys gonna be compatible with new KT Kommando rules?

As long as they have weapons that look vaguely like what the data cards have, they will be fine just fine.

Lumpy
Apr 26, 2002

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College Slice

Covermeinsunshine posted:

I'm reading roosters for KT nationals (this weekend) in Poland and I'm starting to panic. Orc komandos are making up like 1/4 of all entires and I've never played against them

If they have a bomb squig (unlikely anyone will) kill it as fast as humanly possible. Other than that, watch out for the knife guy who can charge from concealed, and watch for the breacher forward deploying and coming through a wall to charge. If the opponent takes climbing ropes, be ready for some hopping up on vantages most models would not normally be able to. Other than that, they are fairly straightforward.

Lumpy fucked around with this message at 16:02 on Sep 21, 2022

Lumpy
Apr 26, 2002

La! La! La! Laaaa!



College Slice

Siivola posted:

I thought they could all do that?

Oh yeah! You are right. It's been a while....

Lumpy
Apr 26, 2002

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College Slice

Macdeo Lurjtux posted:

New killteam box continuing the Spacehulk theme. Kasrkin vs Cryptek pillaging squad.

I swore I wasn't going to buy any more KillTeam stuff until I had all my other KillTeam stuff painted. :cry:

Lumpy
Apr 26, 2002

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College Slice

Captain Magic posted:

XPosting from Miniatures Painting thread:

I finally have a Necromunda gang! Now all I have to do is learn the game.

Necromuna is so awesome, and I'm glad this thread got me to try it out. Just wrapping up our first campaign and it has been a total blast.

Lumpy
Apr 26, 2002

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College Slice

Genghis Cohen posted:

gently caress yeah! Glad to hear it. What gang did you play?

Delaque, and once I got the hang of getting the Spektor into combat w/o getting shot, holy crap. I almost felt bad. Almost.

Will be playing Orlock in the next one, so we shall see how that goes!

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Lumpy
Apr 26, 2002

La! La! La! Laaaa!



College Slice

Al-Saqr posted:

Hey guys, been thinking of dipping my toe back into 40k but I cant go the normal route since that would require alot of money and time investment, as well as the fact that I dont have anyone else who would be willing to learn the rules with such minutae. Sadly, Space hulk seems to be extremely rare expensive.

Necromunda ash wars seems pretty good but it looks like it’s only 2 players?

the game that seems most attractive to me price and reasonability wise is Kill Team, looks like exactly the kind of simpler single package game that’s right up my alley, and I could definitely see it as something much more approachable for normal people to play with and set up, I’m thinking of getting it now.

I was wondering what do you guys think of it? Is it any good? Is it a simpler faster version of 40k? How friendly is it towards normal people to get into?

What set do you recommend to start with?

I am thinking of getting the ‘Into the Dark’ set as my first purchase to try out the game with, it seems to get high reviews and people are saying this is the version that games workshop will expand upon in the near future. Can you use any faction in this new set? Or do the units of the previous set not carry over? I would love to try various factions at some point.

Is it strictly only 2 players only? Or can you expand it somehow to 3 or four players?

Thanks, any advice would be appreciated.


Necromunda has multi-player missions, and most can be tweaked to handle multiple players. It is nothing like 40k gameplay wise. It is insanely fun though.

Kill Team plays not much like 40k rule-wise but is tied more closely to it model / faction wise, and I think it plays more like it in the sense that it's very strategic thinking "know rules well" based. It is also fun. KT is very much 2 player only, but no reason you can't wing it.

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