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Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
I'm a pathetic old grognard who thinks every game should be more like Necromunda so this thread is my spiritual home. :350:

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Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

berzerkmonkey posted:

Speaking of Forbidden Stars, out of curiosity, I can get a copy for $60. I know the game is now OOP, and will only likely go up from there, but is it worth it?

It's already selling for £90 in the U.K.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
I love Warmaster. I keep trying to get my mates to play it :( I have a ridiculous number of armies now so they wouldn't even have to do anything.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
Yeah, what are you on about. GorkaMorka is rad.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
It's going to be a loving disaster. Hopefully the minis will be good and my tiny group of gaming friends can just play NCE forever.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
Of course Necro is random in its progression but if it wasn't everyone would only ever select Ballistic Skill and shooting abilities. (I'm aware that this points to another inherent imbalance in the game.)

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

JcDent posted:

What are good, european shipping friendly websites to buy alt orcs for bloodbowl? I had bern told that I best field 4 Borcs, 4 Blitzers, a troll, a thrower and a lineman, otherwise I would have a poo poo team, so I need tye miniatures not present in GW box.

The Black Scorpion Orc Team is very nice.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

mcjomar posted:

The ruleset was basically DoA unless you were determined to make it provide fun "galactic grimdark space detetive super agent" games. Really determined.
Frankly Dark Heresy provides (provided?) a better alternative now anyway for that stuff, as do a few other options to lesser or greater degrees, although I've yet to see a true 1:1 replacement which actually does a good job of creating a game that is not poo poo, but captures the actual feel of being an intergalactic space cop that blows up planets every other tuesday. Plenty that come close now though, thankfully.

54mm is a nice scale to practice painting with and there are many non-GW sources (some of which are arguably better, some of which are absolutely clearly better) for stuff to build and paint (and convert, if you really want to).

TBH I would hardly say Inquisitor captured the feel of being a space cop who blows up planets as a matter of course.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

JcDent posted:

Any of you lot have experience with the latest book of LoTR/Hobbit game? Specifically, does it give anything for Harad, Umbar and other super cool human nations?

I have the book and can look for you. I don't think it contains any new lists or options for the nations/factions that weren't depicted in the Hobbit Movies. It does present a new edition of the core game however including things like specific weapon rules (e.g. Sword, Axe, Mace and so on) and I think there's some revision to the Monsters rules allowing for Heroic monsters or something like that?

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Macdeo Lurjtux posted:

I thought ogres could play for a couple of different teams, that's why its one of the few big guys they're doing in plastic.


Play pretty good, all rolls are done with 2d6 for greater stat variation and instead of rolling to wound after a successful hit you roll to kill. If you succeed the model is dead and removed, if you fail it takes a wound. Models don't have a max wound stat but for every wound they have they get -1 to pilot rolls and +1 to your opponents kill rolls. Makes it a faster, deadlier game without the 'we rolled all these dice and nothing happened' that 40k has.

This sounds promising. A cool concept for future games to make use of.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
I quite like the forge world Rogre :shobon:

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

berzerkmonkey posted:

Someone on BoLS had said that they think it's a new Death playmat for AoS. It makes sense, since the skull looks like it's wearing the three pronged helmet of Nagash.


I'm a little concerned by the fact that he appears to have a bone-beard made of vertebrae. Either he looked very very strange in life or he stole somebody's spine in death and magically bonded it to his chin.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Zark the Damned posted:

As a matter of fact there's a bunch of us heading down this weekend! I don't know if there's a purchase limit on the pair though, I'm already planning on picking them up.

https://forums.somethingawful.com/showthread.php?threadid=3805017

@thegodofchuck If there is a purchase limit I'll buy em for you.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

glitchkrieg posted:

Any differences in gang rating are fixed via an inducement system like BB, instead of an underdog bonus.

This Is Not A Test sounds cool. However this quoted bit doesn't make sense to me - NM's underdog bonus helps weaker gangs level up quickly to get onto a level playing field quicker. Inducements just keep them at that low level. If experience is earned from hurting people, then any special characters or star players you use as part of your inducements surely just hog XP from your actual gangers?

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
I didn't realise LucasArts were making adventure games again.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

glitchkrieg posted:

In contrast, the NM underdog/giant-killer stuff was great out-of-game but only if your gang actually survived against a better-armed for with more skills/upgrades. And with the number of scenarios that would restrict the participants of a gang, it'd mean most of a gang wouldn't even get this bonus.

True, but - and I know you've played plenty of NM so this isn't news to you - the player on the receiving end of a bad matchup usually gets to choose the scenario that is played and can select one where they get a big numbers advantage.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
I bet you'll be able to take other Aspect Warriors as these hired gun-style specialists. Can't wait for some Striking Scorpions sneaking around in the Hive :unsmigghh:

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Safety Factor posted:

This thread is probably my best bet for answering a couple of questions I have regarding the Necromunda/Shadow War ruleset so here goes.


Ammo rolls occur on 6's to hit. How does this interact with a 7+ (or worse) to hit? Would it be triggered by the first roll or would the second die need to roll a 6 as well?

Fighters in close combat alternate their attacks between their equipped melee weapons. This is covered in the rules, but not in much detail so I thought I would ask for some clarification here. Let's say a fighter is armed with a chainsword and bolt pistol and scores three hits against an opponent. Two are allocated to the chainsword and one to the bolt pistol. Does the bolt pistol use its ranged damage profile? Now that it is being used in close combat, would the bolt pistol's strength of 4 also modify armor or would only the normal -1 modifier apply?

Can ammo rolls be triggered by using a pistol in close combat? Technically, they don't roll to hit as with shooting so I don't think so, but wanted to ask for clarification.


Any information regarding these questions is appreciated. I've gone through a copy of the Necromunda rules and tried my hand at Google without much luck.

This is based on my knowledge of Necromunda so may be incorrect in minor details - although there is a very high degree of similarity as far as I can see so far.

Ammo rolls are not triggered by using pistols in hand to hand.

Your example of alternating hits with weapons is correct and the pistol uses all relevant stats when working out Strength and damage. The player whose model won the combat may choose which weapon 'leads'.

On 7s to hit the first 6 triggers the ammo roll regardless of whether the second roll succeeds or not.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Safety Factor posted:

Thanks. I figured that's how ammo rolls would work, but just wanted to check. I watched a short battle report earlier today and that's how they played it so that seems right.

Just to clarify one thing, a bolt pistol used in close combat would be S4 with an additional -1 modifier for a total of -2, right?

Again, from Necro - no. A ranged weapon only uses its fixed armour modifier. The variable modifier based on Strength is only used with close combat weapons, not pistols. If you were shooting someone with that Bolt pistol it would only be -1 so that's what you would use when using it in CC.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

glitchkrieg posted:

making GBS threads on Slaanesh for another edition.

CSM marks:

– Khorne: Add 1 to the fighter’s Attacks characteristic.
Why not Frenzy, like the 2E this is based on?

– Tzeentch: The fighter has a 5+ invulnerable save.
Changed from 4+, but still pretty good.

– Nurgle: Add 1 to the fighter’s Toughness characteristic.
Why bother picking anything else?

– Slaanesh: Add 1 to the fighter’s Initiative characteristic.
FFS GW.

– Undivided: Add 1 to the fighter’s Leadership characteristic.
FFS GW.

Even if they're using the falling rules in this game, Initiative is a pretty lovely stat. Wished they'd at least give access to Noise Marine weapons.

In 2E the Marks had different points values. They're free in this, so unless you want to play a different Chaos god for fluff reasons, there's no reason not to take Nurgle and just laugh at any attempt to kill your CSM.

At least this means I can bust out some old school Harlequins and actually use them in a game.

Initiative is so totally not a dump stat, it really winds me up that so many Necro players say this. It's great for: jumping from ledges, avoiding falling, escaping pinning, winning ties in combat, shooting fleeting targets on overwatch. I'd much rather have it than the Tzeentch save or the undivided mark... possibly even prefer it to the Khorne one to be honest given that this is mainly a shooting game.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
ATSKNF is the wrong rule name to apply to being able to escape from pinning. Recovering nerve and whatnot is more what it's about.

All marines should be able to break pinning, they are always portrayed as shrugging off small arms fire due to their armour.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

JcDent posted:

Pinning is about fear, tho. You are not knocked down by the impact; you are actually going OH poo poo and hugging the ground. That's why you have a pinning bubble: you see a buddy getting shot and you hug ground, too.

Does getting pinned affect cover? Can your miniature go from half to full cover since it's now down on the ground?

Well sorta. Not completely, that's what losing your nerve/being broken is for as well.

Basically a space marine, chaos flavoured or otherwise, should not be pinned by lasgun fire, however you want to frame it.

Edit: my suggestion would be that having Power or Terminator Armour confers the 'Juggernaut' Muscle skill if a successful armour save is made.

Edit 2: Okay so Juggernaut isn't in SW:A, but basically - pass a Strength test to avoid being pinned.

Squibsy fucked around with this message at 08:26 on Apr 5, 2017

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Safety Factor posted:

Terminator armor makes the wearer immune to pinning except for weapons S7 and above. Power armor should probably have done the same, but :shrug:

This is good. I agree. Maybe PA should have the Strength limit be 5 or even 4 - mainly I think autoguns, lasguns etc. shouldn't pin PA marines. I can see the argument that Bolter fire would cause a marine to think twice before advancing.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

berzerkmonkey posted:

Power armor apparently does have some sort of pinning mod - at the start of a power armored model's turn, they can do an Initiative test to see if they can activate that turn, rather than waiting until the recovery phase. It's like the rule of having your buddy within 2 inches.

While I agree that power armor is pretty resilient stuff, it's not indestructible. You could get a lucky shot through an eye lens or joint, so some sort of pinning mechanic is warranted.

I've not seen the core rulebook so don't have the rules for Power Armour, but surely this can't be the case because 'And They Shall Know No Fear' gives them the 'Nerves of Steel' ability like you're describing.

Unless this rule duplicates that effect in order to make it possible for Scouts to unpin even though they don't have power armour.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Thundercloud posted:

And with Inquisition and sisters like loads of people were asking for.

Still no Deathwatch :crossarms:

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
It just seems ludicrous to have Grey Knights fighting on Armageddon and not also have Deathwatch.

Not that it matters, I'ma homebrew some DW rules right... about... now.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
I'm not sold on Camo gear, especially on close range models. If it also reduced the short range band by 4" they would be mega worth it (and it would arguably make more sense than the actual rules) but unless you are planning to skulk around at 24" away from the enemy Camo is pretty useless.

In that list I'd probably put the camo gear on two of the cultists, or on the boltgun marine.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
-4" to enemies long range when targeting the model. So handy on snipers who hang out at 24"+ but not so good on models that get up close.

Edit: mixes nicely with telescopic sights :jihad:

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Kaza42 posted:

Camo is also good against short-ranged enemies. Tau Pathfinders have an 18" maximum range, which is reduced to 14" by camo. If you have a typical 24" range basic weapon, that gives you a 10" dead zone where you can fire but they can't

Good point, yeah. Don't get me wrong, for 5 points it's a great upgrade, and great to use up little extra points allowances when rearming, but I wouldn't prioritise it.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Zaphod42 posted:

Man Orks having initiative 2 seems way too punishing to me. 66% chance of falling off a gantry every time you get hit? (even if there's no wound) That's just too loving much.

I get that Orks are clumsy but they shouldn't be tripping over themselves to their death just walking down a catwalk.

I feel like Orks should get some kind of escape pinning bonus while they are benefiting from the Mob Rule effect. Maybe they get a bonus to I tests or they can get an ATSKNF style ability to test to escape pinning.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

The Malthusian posted:

In Gorkamorka, the orks were immune to pinning, but grots, humans, and muties had to test! The more you know!

Mate I play Gorka every week at the moment, you don't have to tell me! I miss my green ladz getting up from virtually everything that hits them :orks:

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
Blood Axes are win. Even without skills, my mob of six spent about eight turns sneakin' around in a Rescue to position for a simultaneous charge on four of the six sentries. Murdered the fuckers without sounding the alarm and the remaining two guys bottled as soon as they saw the Orks. Captured two of them in return :orks:

Granted, I got very lucky with the sentry rolls, and there was nothing inherently about the unskilled Blood Axes that led to this happening - but they will only get better at it :D

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Genghis Cohen posted:

Does anyone have any sterling words of wisdom to pass onto a beginning group? IneptMule, I know you play Necromunda a fair bit.

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.

Prepare yourself for wall of text.

Your points:

quote:

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...

Yes. Getting to combat is one of the big challenges of the game for CC specialists. Unfortunately, for a so-called 'Combat' gang, Goliaths have the fewest tools to help them with this. More on this later.

Definitely hide, a lot. Especially early on until your fighters develop to give them some abilities to become a bit more resilient.


quote:

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.

This is definitely true, although you can cheat it by piling on more and more of the holey terrain. The Wargames Tournaments works well but honestly you always need to combine some sets to get enough of a variety. The other reason I like the Wargames Tournaments set is that it mirrors the aesthetics of the original Necro terrain and that appeals to me.

Ensuring there is enough scatter terrain on the walkways and on the ground is important (usually players miss one or the other of these), and following the usual rules of resisiting the urge to set up an arena killing ground in the middle with towers around the edge is as always important. No towers in deployment zones, no easily reached positions with sight lines greater than about 16-18" and that sort of thing.

quote:

you need some guys with long range weapons!

Definitely. Necromunda is a shooting-dominated game. Yes, your gang has access to Muscle and Combat skills, but with starting gangs they are basically the same as any other and just as vulnerable.

For any starting gang you probably want a 60/40% split in favour of ranged-focus fighters. Always use your leader to fill a gap that the rest of your gang struggles to fill (in your case shooting, so giving the leader a plasma gun or grenade launcher can be a great choice.)

While you are starting up, always choose your gang's 'utility skill' tree when getting skill level ups, until each fighter's focus starts to emerge from the stat increases. For example, if you have a ganger who rolls a skill as their first level up, take Ferocity, because it is not role specific and gives great all-round benefits that are useful to a shooter or a CC fighter. If however you get a guy up to WS4, multiple attacks and the like, then you can start rolling for Muscle or Combat skills on him.

Gradually a gang like yours will drift towards more of a 40/60% split in favour of close combat, but I'd never go further than that. Also remember that, while a fighter with a basic weapon cannot get bonus attacks for two CC weapons, if they get some additional attacks on their profile from levelling up and develop their WS and BS in parallel they can be a great all rounder with (my favourite) a shotgun for a beastly mid-range fighter that can counter charge or support your wave of CC specialists.

Last thing I'll say here is that it's perfectly possible for a fighter to develop into a dependable fire support guy without ever getting a shooting skill. High BS is worth a lot, and if you get him some of the muscle or ferocity skills that resist damage or pinning he can be a very solid threat that takes a lot of effort to neutralise.

quote:

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.

Yes. Goliaths in particular suffer if you're using the Original Rulebook as the old school muscle table is utter pants. NCE is great however for many reasons. I resisted it at first but I am 100% a convert after trying it out.

quote:

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.

Remember that you can hire fighters from disbanded gangs if they have earned a useful level up or two. They cost an additional credit per experience point.

Also with NCE, most groups ignore the House Weapon Lists as they are pretty arbitrary and approach giving gangs more flavour in the wrong way.

I could write loads more but will leave it there. Good luck with the campaign and let us know how it goes.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Genghis Cohen posted:

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.


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.

Hey dude. Yep, still in London, hit me up when you come back down!

I'm not sure what you mean by the random in Necro, it doesn't feel all that different to Infinity in terms of how brutal it can be. I guess maybe you're referring to the impacts on the long term health of your gang that results from injuries and so on?

One of the things you'll probably want to develop is a sense of when to cut your losses and withdraw. Most of the time, you are eligible to 'bottle out' and concede the game once you've lost at least a quarter of your models. Doing this might feel like a cop out (and will likely earn you some derision from others in the campaign) but it honestly it's sometimes pretty necessary to avoid a certain bloodbath that could easily cripple you when the injuries are rolled.

Overwatch & Hiding are two really crucial gameplay elements to make use of. As an infinity player I expect overwatch is not going to be difficult for you to pick up! Just remember that each overwatcher can only fire once and that there can be a hefty penalty on the shot's To Hit roll depending on the specific circumstances. Building up a solid defence of overwatchers can help you cover the movements of your CC crew.

As for movement, remember that ladders are open ground. It feels counter intuitive but a model can move up and ladders with no penalty to their movement rate. This means that you can charge using ladders and have a really large 3D threat bubble. Getting into the mindset of using ladders for this and it will help.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Strobe posted:

Overwatch is a flat -1 to hit, and you pick when in their move within your life of sight you take the shot. Thanks to cover, it might actually be a tougher shot not on overwatch, but the trade-off is that they can just choose not to move. That, in itself, can be a victory.

Just remember that you have to let your opponent figure out their whole move with that unit before you take the shot. If they start and end it out of line of sight, you have to make an Initiative test to get the shot off in time. If you fail, no penalty you just don't get to shoot that targetand you remain on overwatch. It's a neat mechanic and I like it a lot.

There can be other modifiers, models may remain in cover during their move, the target may be charging the shooter, and of course you may not be able to fire at all if it's a fleeting target.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
I played Orks (Blood Axes) in a 5-game campaign event on the weekend. I literally only made it to melee once in the entire day. My Win/Loss for the day was 2/2 (the fifth battle was a huge multiplayer carnage fest so I don't count that as a loss.)

Mostly I won by forcing the enemy to bottle with bursts of fire from my big Shoota. He rightly earned MVP (a bonus level up awarded by the other players on the team in the last fight) for killing a Grey Knight gunner when the poo poo was hitting the fan for us everywhere else!

Until Orks get some Agility/Ferocity/Stealth skills - and of course movement upgrades - they are really going to struggle to get into melee. Our tables were pretty packed with terrain too.

Rather frighteningly, my Boss Nob got frenzy, meaning that he now has 6 Attacks and 7 on the charge :orks: I gave him a big choppa as he really doesn't need an 8th.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Phyresis posted:

how are shootas performing for you guys? i suspected that this game would be even more shooting-focused than necromunda given the rosters so i'm pretty bearish on ork melee in the early part of the campaign. later on you have the numbers to force something and the gear to make it worthwhile but it's hard for slugga boyz to do anything early on

Really the Big Shoota is the only thing that reliably achieved anything to begin with. Regular shootas with RD sight managed to plink a hit once or twice. The meta for our 5-game event was very Sniper-heavy so I was rarely in range.

Now that I have several guys levelled up with skills like Dive and Ambush I should be able to be both sneakier and killier.

I think the tables we are on need more big LOS blocking terrain. Currently there is plenty on the ground level but as soon as somebody gets up a tower they can get a clearish shot to most of the table.

The biggest issue with Orks for me is that their equipment options are boring as gently caress. There's basically only two sets of things you can buy for your boyz. Long term this game is going to wither in my community due to lack of options for spending points. Both me and the Grey Knights player pretty much maxed out our squads after five games and now have nothing to spend points on.

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
Necrons don't even belong in this game, you get your shiny metal rear end off my lawn :orks:

Neither do Grey Knights, Dark Eldar, or Craftworld Eldar...

Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice
My god. Yes!

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Squibsy
Dec 3, 2005

Not suited, just booted.
College Slice

Phyresis posted:

your tables are probably not being set up correctly. there is a tendency to create a killbox of doom in the middle with a ton of ideal sniper perches surrounding it and it's like, no, don't fckin do that. there shouldn't be ideal watchtowers strewn about everywhere

as far as the point system goes you're only supposed to play to 15 caches or whatever, if you want a longer kind of campaign i think you could make it work with a few tweaks to the lists and a few wargear additions or something. pretty easy to set up imo

there are also way different expectations for necromunda vs. swa. gangers don't get better that often and they die a lot. it's a hard knock life in the hives. swa feels more abstracted and idk, disconnected, and your dudes just won't die

Yep, I play a LOT of Necro with my usual group of mates, I know how to build a Necro table. At the club where this event was happening I didn't have so much control over the table setup. It wasn't quite as bad as you are imagining but it had some problems.

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