"Shadow war was a mistake as the game system was terrible"
For whatever reason, you have decided to take time out of your day to make use of the forum for the express purpose of making others question your knowledge of GW's products.
Shadow War is essentially the original Necromunda system re-released for 40k. Yes, a few rules were changed, and the campaign system watered down....but terrible?!
Well it kept the awful rule that you have to shoot at the closest target, rather than being able to pick and choose. That's basically the reason I am not interested in it, same with Necromunda
Bobthehero wrote: Well it kept the awful rule that you have to shoot at the closest target, rather than being able to pick and choose. That's basically the reason I am not interested in it, same with Necromunda
You could just not use that rule...
We made various hacks to the Necromunda rules over the years. Most recently, we tried doing away with fire arcs just to speed things up a little, but we also had a long running house rule limiting how many of each type of weapon a model could carry, just for a touch of realism... Limiting Gangers, for example, to a max of 1 basic weapon made weapon choices a little more important, and also made Bounty Hunters and Heavies a little more special.
We also added a requirement to the 'Rescue' mission that forced a gang whose member had been captured to send Gangers out looking for the enemy gang's camp instead of working territories post-game, and you couldn't mount a rescue until that hunt ws successful.
And I think I mentioned earlier in the thread about our instant progression for starter gangs...
This is one of the beauties of a campaign system... While it's nice to have solid rules as a foundation (and for all their faults, the Necro rules are pretty solid) you have the freedom amongst your gaming group to tailor the rules to suit yourselves in a way that isn't always possible with one-off pickup games.
The issue SWA had was the campaign and pre-battle setup was very, very weak. Choosing your progress meant you could just select who to load with upgrades, instead of XP being tracked.
Gangs were highly unbalanced. Some (such as SoB and Tau) are borderline unplayable.
I'd prefer the Mordheim injury table where 1-2 is Knocked down, 3-4 is stunned and 5-6 is out of action, to make casualties a little lower in game since 40k weapons are much more powerful than Necromunda ones, since they're so much more common.
It's very easy to table an opponent in one or two rounds as some gangs simply had no staying power, while stuff like Inquisition Stormbolters+Sights existed.
Grot 6 wrote: Sounds line they will be taking on different Hives, and the Ash Wastes.
Bespoke!!! The new meme of 17!
I hope not as there is no realistic cross compatibility between different hives and even encounters with Ash wastes nomads would be rare in the extreme.
Killionaire wrote: The issue SWA had was the campaign and pre-battle setup was very, very weak. Choosing your progress meant you could just select who to load with upgrades, instead of XP being tracked.
Gangs were highly unbalanced. Some (such as SoB and Tau) are borderline unplayable.
I'd prefer the Mordheim injury table where 1-2 is Knocked down, 3-4 is stunned and 5-6 is out of action, to make casualties a little lower in game since 40k weapons are much more powerful than Necromunda ones, since they're so much more common.
It's very easy to table an opponent in one or two rounds as some gangs simply had no staying power, while stuff like Inquisition Stormbolters+Sights existed.
That injury table gives you the same chance of casualties as Necromunda: 50/50 flesh wound/ooa. It just reduces the amount of time models will spend crawling round waiting to decide their fate.
Bobthehero wrote: Well it kept the awful rule that you have to shoot at the closest target, rather than being able to pick and choose. That's basically the reason I am not interested in it, same with Necromunda
Well I can't say I ever had a problem with that rule, but that rule alone is enough to make you not play the entire game?
Bobthehero wrote: Well it kept the awful rule that you have to shoot at the closest target, rather than being able to pick and choose. That's basically the reason I am not interested in it, same with Necromunda
Well I can't say I ever had a problem with that rule, but that rule alone is enough to make you not play the entire game?
No, but it's a convenient stick to use for a general whinge.
Will those Goliath models be available outside of the box? I'm guessing not. They'll be good for my post apocalyptic gaming.
Will those Goliath models be available outside of the box? I'm guessing not. They'll be good for my post apocalyptic gaming.
I would reckon yes, though several months down the road. With BB both the boxed set's teams were available roughly 3-6 months (I really can't recall how long it was) after the boxed set came out. Judging by the "expanded rules," available at day one And since this is also a specialist games product ran by FW I imagine the release schedule will mirror Blood Bowl pretty closely. At least we won't have to wait forever for them to get the core gangs out, since there are only six. Blood Bowl on the other hand......
Bobthehero wrote: Well it kept the awful rule that you have to shoot at the closest target, rather than being able to pick and choose. That's basically the reason I am not interested in it, same with Necromunda
Well I can't say I ever had a problem with that rule, but that rule alone is enough to make you not play the entire game?
Yes, I hate the idea that my dudes aren't able to use their brain and shoot at the targets that really matter, it just feels so wrong.
Bobthehero wrote: Well it kept the awful rule that you have to shoot at the closest target, rather than being able to pick and choose. That's basically the reason I am not interested in it, same with Necromunda
Well I can't say I ever had a problem with that rule, but that rule alone is enough to make you not play the entire game?
No, but it's a convenient stick to use for a general whinge.
Gotta work on those mind reading abilities of yours.
Bobthehero wrote: Well it kept the awful rule that you have to shoot at the closest target, rather than being able to pick and choose. That's basically the reason I am not interested in it, same with Necromunda
Well I can't say I ever had a problem with that rule, but that rule alone is enough to make you not play the entire game?
Yes, I hate the idea that my dudes aren't able to use their brain and shoot at the targets that really matter, it just feels so wrong.
I wasn't a huge fan of the rule personally. We just house ruled the Mordheim rule which allowed you to shoot at any target if you were elevated above them, otherwise you had to make a leadership test to shoot a model other than the closest target (if they failed they still got to shoot, albeit at the closest target as normal). I thought that does a pretty good job representing how often undisciplined and untrained gangers would fight.
Shooting the nearest target represents the fact that these little guys aren't robots, and sometimes won't do what you, the gang leader, want them to do. IMO, things like that are preferable to being able to do exactly what you want to do, all the time. The higher a model's Ld, the more likely they are to be able to judge that that guy in the back behind a pip is more of a threat than the one running at you with a club.
As for "bespoke rules for the gangs and world", I'm not sure this means anything more than "it's not just 8th edition 40k". Compared to 2nd edition 40k, Necromunda had "bespoke rules for the world" - pinning, ammo rolls, injury rolls, etc.
I've played a necromunda campaign recently so I'm not looking back at it through rose tinted glasses. The rules are old fashioned and clunky. They were good for their time but they are classic GW - lots of rolling and lots of random effect tables. The turn sequence is also very old fashioned. The flavour of necromunda is still great but there are more modern skirmish rule sets to be inspired by.
Bobthehero wrote: Well it kept the awful rule that you have to shoot at the closest target, rather than being able to pick and choose. That's basically the reason I am not interested in it, same with Necromunda
Well I can't say I ever had a problem with that rule, but that rule alone is enough to make you not play the entire game?
Yes, I hate the idea that my dudes aren't able to use their brain and shoot at the targets that really matter, it just feels so wrong.
Bobthehero wrote: Well it kept the awful rule that you have to shoot at the closest target, rather than being able to pick and choose. That's basically the reason I am not interested in it, same with Necromunda
Well I can't say I ever had a problem with that rule, but that rule alone is enough to make you not play the entire game?
No, but it's a convenient stick to use for a general whinge.
Gotta work on those mind reading abilities of yours.
Still whinging, I note. Just change the rules if you don't like them. Job done and no need to sob to strangers on forums.
If the models will come as stand alone releases after the main box then I'll probably wait for those. Quite happy playing necromunda the way it's been since the 90s and my redemptionists aren't retiring just yet.
plessiez wrote: I've played a necromunda campaign recently so I'm not looking back at it through rose tinted glasses. The rules are old fashioned and clunky. They were good for their time but they are classic GW - lots of rolling and lots of random effect tables. The turn sequence is also very old fashioned. The flavour of necromunda is still great but there are more modern skirmish rule sets to be inspired by.
Rolling on lots of tables is literally the whole point of these campaign games and the exact reason they're so well regarded and have lasted so long in the first place. If they want to tweak profiles or exactly how some skills work or mess about with the turn sequence(it appears they do), OK, I can deal with that if the changes are actually improvements and not just change for the sake of change, but if they chuck out rolling for effects during gameplay and for results during the postgame it won't be Necromunda any more. Modern != inherently superior, and if they want to go really far from the original game frankly I'd rather they just do their own new thing rather than cacking on something a lot of people have a lot of affection for - this Shadespire game sounds very "modern" mechanically, and also totally uninteresting to me because I don't want some hyper-streamlined competitive game drowning in wierd gimmick mechanics, but it's there for people who do find that sort of thing appealing.
plessiez wrote: I've played a necromunda campaign recently so I'm not looking back at it through rose tinted glasses. The rules are old fashioned and clunky. They were good for their time but they are classic GW - lots of rolling and lots of random effect tables. The turn sequence is also very old fashioned. The flavour of necromunda is still great but there are more modern skirmish rule sets to be inspired by.
Rolling on lots of tables is literally the whole point of these campaign games and the exact reason they're so well regarded and have lasted so long in the first place. If they want to tweak profiles or exactly how some skills work or mess about with the turn sequence(it appears they do), OK, I can deal with that if the changes are actually improvements and not just change for the sake of change, but if they chuck out rolling for effects during gameplay and for results during the postgame it won't be Necromunda any more. Modern != inherently superior, and if they want to go really far from the original game frankly I'd rather they just do their own new thing rather than cacking on something a lot of people have a lot of affection for - this Shadespire game sounds very "modern" mechanically, and also totally uninteresting to me because I don't want some hyper-streamlined competitive game drowning in wierd gimmick mechanics, but it's there for people who do find that sort of thing appealing.
There's nothing stopping you from playing Necromunda Community Edition with the new gangs then. I just think the turn sequence of "I move everything then you do" is really lacking compared to systems with either alternating or random activation.
For instance the "Songs of Blades and Heroes" system has a simple system where you can attempt to roll up to three actions (e.g move, aim, shoot) and then roll for success. But if you two failures then the turn hands over to your opponent. So do you aim to do a lot with higher risk or stick to a single simple risk free activation for each model? That is a very simple mechanism which creates some interesting friction and keeps things engaging during the turn. "This is not a test" is a post apocalyptic skirmish game and pretty much the spiritual successor to necromunda and has activation rolls on a D10 based on initiative with failure turning the turn over.
There's nothing wrong with necromunda but things have moved on and it's a good opportunity to provide a new set of rules, set in the same universe, and hopefully lifting some of the best concepts from the last 20 years of rules development.
AndrewGPaul wrote: Shooting the nearest target represents the fact that these little guys aren't robots, and sometimes won't do what you, the gang leader, want them to do. IMO, things like that are preferable to being able to do exactly what you want to do, all the time. The higher a model's Ld, the more likely they are to be able to judge that that guy in the back behind a pip is more of a threat than the one running at you with a club.
As for "bespoke rules for the gangs and world", I'm not sure this means anything more than "it's not just 8th edition 40k". Compared to 2nd edition 40k, Necromunda had "bespoke rules for the world" - pinning, ammo rolls, injury rolls, etc.
Closest target makes sense but I think there should be some kind of minimum distance for it to kick in. Say if there's a target within 18 inches you must target that.
Someone being 47 inches away isn't much more of a threat than someone 48 inches away.
plessiez wrote: I've played a necromunda campaign recently so I'm not looking back at it through rose tinted glasses. The rules are old fashioned and clunky. They were good for their time but they are classic GW - lots of rolling and lots of random effect tables. The turn sequence is also very old fashioned. The flavour of necromunda is still great but there are more modern skirmish rule sets to be inspired by.
Rolling on lots of tables is literally the whole point of these campaign games and the exact reason they're so well regarded and have lasted so long in the first place. If they want to tweak profiles or exactly how some skills work or mess about with the turn sequence(it appears they do), OK, I can deal with that if the changes are actually improvements and not just change for the sake of change, but if they chuck out rolling for effects during gameplay and for results during the postgame it won't be Necromunda any more. Modern != inherently superior, and if they want to go really far from the original game frankly I'd rather they just do their own new thing rather than cacking on something a lot of people have a lot of affection for - this Shadespire game sounds very "modern" mechanically, and also totally uninteresting to me because I don't want some hyper-streamlined competitive game drowning in wierd gimmick mechanics, but it's there for people who do find that sort of thing appealing.
There's nothing stopping you from playing Necromunda Community Edition with the new gangs then. I just think the turn sequence of "I move everything then you do" is really lacking compared to systems with either alternating or random activation.
For instance the "Songs of Blades and Heroes" system has a simple system where you can attempt to roll up to three actions (e.g move, aim, shoot) and then roll for success. But if you two failures then the turn hands over to your opponent. So do you aim to do a lot with higher risk or stick to a single simple risk free activation for each model? That is a very simple mechanism which creates some interesting friction and keeps things engaging during the turn. "This is not a test" is a post apocalyptic skirmish game and pretty much the spiritual successor to necromunda and has activation rolls on a D10 based on initiative with failure turning the turn over.
There's nothing wrong with necromunda but things have moved on and it's a good opportunity to provide a new set of rules, set in the same universe, and hopefully lifting some of the best concepts from the last 20 years of rules development.
Dayum, those goalposts must have rocket engines on them. I was addressing your disdain for random rolls/rolling on tables, which as far as I'm concerned are integral to and inseperable from the enduring appeal of the system, and in so doing specifically said I'm willing to give things like tweaked turn sequences a shot, and your response is about turn sequence changes....?
Also, the "you can just play the old version, GW aren't sending the Modelstapo to burn your old books" line is a cop out and people who use it well know that - if GW replace an existing system with a new, actively supported system the existing system is almost certainly dead unless you already have a large group who all choose to stick with the older version as well. The hypothetical ability to stick with the original rules is meaningless when the practical reality will be that Newcromunda will be the default going forward unless it's a complete and total 100% garbage fire, which is unlikely.
If, as you say, there's nothing wrong with it, then it's change for the sake of change. I think I'd rather they keep as close to the original as possible, since it's fans of that who've kept the system alive for all the years GW abandoned it, and rather it's people who're bored of the system as-was or who want their newshiny "modern" mechanics who should be looking for an alternative set of rules to use with the new models.
AndrewGPaul wrote: Shooting the nearest target represents the fact that these little guys aren't robots, and sometimes won't do what you, the gang leader, want them to do. IMO, things like that are preferable to being able to do exactly what you want to do, all the time. The higher a model's Ld, the more likely they are to be able to judge that that guy in the back behind a pip is more of a threat than the one running at you with a club.
As for "bespoke rules for the gangs and world", I'm not sure this means anything more than "it's not just 8th edition 40k". Compared to 2nd edition 40k, Necromunda had "bespoke rules for the world" - pinning, ammo rolls, injury rolls, etc.
Closest target makes sense but I think there should be some kind of minimum distance for it to kick in. Say if there's a target within 18 inches you must target that.
Someone being 47 inches away isn't much more of a threat than someone 48 inches away.
The strict can target all/can target only the closest model system should probably have never existed in the first place. Yours has merit and would be easy to implement. Make leadership worth something and allow models to freely choose targets within double (or triple if necessary) their LD value in inches. Anything beyond that, you must target the closest model. Hand out a small boost to that for the marksman skill instead of a blanket allowance and there would be a lot fewer complaints about one gunner mowing down entire gangs late in campaigns.
Failing that. even a simple LD check before shooting to determine how freely a model may choose would be an improvement.
In my experience Necromunda worked better without meat shield juves, but you don't have to have extremes. There's a middle road.
Bobthehero wrote: Well it kept the awful rule that you have to shoot at the closest target, rather than being able to pick and choose. That's basically the reason I am not interested in it, same with Necromunda
Having played a fair bit of Necromunda in the last couple years I think that the closest-target-rule is pretty much essential to the game. In a game where almost no combatants have armor, and where the fluff suggests that close combat should be part of the game it's very important to keep longer ranged weapons from dominating the battlefield. It also helps to somewhat ameliorate the benefits that shooty gangs like Van Saar have. Further, IIRC, the rule has always allowed you to shoot the easier-to-hit target, so if you have a juve nearby in cover you can choose to shoot the further away ganger in the open.
Having said this, having only played a couple games of Shadow War I don't feel qualified to offer quite so stong an opinion. However, it seems to me that it might prove be even MORE important in SW:A to have some rules in place to keep high BS shooters with powerful weapons from dominating.
Dayum, those goalposts must have rocket engines on them. I was addressing your disdain for random rolls/rolling on tables, which as far as I'm concerned are integral to and inseperable from the enduring appeal of the system, and in so doing specifically said I'm willing to give things like tweaked turn sequences a shot, and your response is about turn sequence changes....?
Also, the "you can just play the old version, GW aren't sending the Modelstapo to burn your old books" line is a cop out and people who use it well know that - if GW replace an existing system with a new, actively supported system the existing system is almost certainly dead unless you already have a large group who all choose to stick with the older version as well. The hypothetical ability to stick with the original rules is meaningless when the practical reality will be that Newcromunda will be the default going forward unless it's a complete and total 100% garbage fire, which is unlikely.
If, as you say, there's nothing wrong with it, then it's change for the sake of change. I think I'd rather they keep as close to the original as possible, since it's fans of that who've kept the system alive for all the years GW abandoned it, and rather it's people who're bored of the system as-was or who want their newshiny "modern" mechanics who should be looking for an alternative set of rules to use with the new models.
Each to their own. My view is that the combat rules of Necromunda are not very good. Due to a great setting, interesting models, and good campaign rules, Necromunda is still a fun game despite the combat rules being clunky and a bit tedious. There's a crowded field of skirmish games which Newcromunda is going to be in competition with. Personally I hope that they take the opportunity to come with a set of rules which are as good or better than anything else out there and not stick with something which was good enough 20 years ago just for the sake of avoiding change.
raekone wrote: Nice! I will get some pics of my Escher up!
I like those bases, what are they?
Thanks!
They are Champ Industries "Industrial" plastic bases.
http://www.champindustries.net/orders_b.html They are only availble in two themes (urban and industrial) and with only 4 scupts each, but since they're made of polystyrene they're super easy to modify or glue bits onto to mix them up a bit. Also, they're only 30 cents each!
I'm a big fan of them and have used them for alot of projects.
You can see the urban design bases on my Chicago cops. These are stock with nothing but grey paint and a dark dip.
It just occured to me that though the weapons aren't ideal, wtih dum-dum bullets you could run these guys as a proxy Necromunda gang!
Fenrir Kitsune wrote: Still whinging, I note. Just change the rules if you don't like them. Job done and no need to sob to strangers on forums.
Looking at the replies here, it seems most people wouldn't want to change the rule, so just '' change the rules if you don't like them '' doesn't seems doable.
Eilif wrote: However, it seems to me that it might prove be even MORE important in SW:A to have some rules in place to keep high BS shooters with powerful weapons from dominating
Its even worse in SW:A, where instead of gangers that are supposed to be quite undisciplined/on drugs or whatever, you have people that have been training since a very young and are apparently unable to figure out that the nearest target isn't the most critical.
Grot 6 wrote: Sounds line they will be taking on different Hives, and the Ash Wastes.
Bespoke!!! The new meme of 17!
I hope not as there is no realistic cross compatibility between different hives and even encounters with Ash wastes nomads would be rare in the extreme.
There are different Hives on the planet. Each has different things/ gangs/ and events going on. That's where the underhive and ash wastes comes into play.
I don't have them in front of me, but there was several points that I remember.
There was a necromancer, I think he had a hive, or a portion of a hive that specialized in zombies. There was a quarantine on the hive, and if you went there, you were going to be shot..
Second was discussion on the different hives, they have different names and tempos, as well. There was even talk about a Mechanicus hive, which was forbidden to go to, but gave the hives their military equipment, and the weapons were sold on the black market, as well.
Third was the Ash Wastes, where there was a add on for vehicles, and batertown shantys, and the indian guys that were running around between the hives. ( Ash Ratskinners, or something. They were Indians, but they were like covered in hides and used scrapped weapons. one or two could join gangs, IIRC.)
There are different Hives on the planet. Each has different things/ gangs/ and events going on. That's where the underhive and ash wastes comes into play.
There are indeed but there is no interaction at all between the various underhives so each underhive would be completely self contained.
IIRC the only 'contact' is with guilder smugglers and that would really only involve ash waste nomads.
I'm not so sure about that. Necromunda never really addressed the idea of travelling beween Hives, because the setting was a small area of a single Hive. If they're going to expand on that, then I'm sure the various inter-Hive travel tubes and surface caravans will get more mentions.
There clearly is interaction, otherwise the Guilders and Ash Waste Nomads would have nothing to do. And if a gang can rustle up the money, there'll be someone to move them around.
I was never entirely sure how the "Guild" worked. As depicted in the Necromunda and Outlanders material, they seemed to be awfully low-rent, but then they got mentioned in conjunction with goings on in the upper hive and Spire. Presumably there are important Guilders who deal in billion-credit deals with the Astra Militarum and Adeptus Terra and move vast quantities of material off-world, and the it scales town to the guys in the Underhive, who are just as lowly and irrelevant as the gangs themselves.
-IIRC it was made fairly clear that getting out of the hives is extremely difficult to the point of being nearly impossible.
-Ash Wastes was a cool supplement fluff-wise, but I'm not sure how playable it was. If you want to do post-apoc combat with flexible vehicle rules and an on-the-edge feel, then "Nuclear Renaissance" is a far better ruleset. It's free from ramshackle games, but has much of the necromunda spirit in it.
Fenrir Kitsune wrote: Still whinging, I note. Just change the rules if you don't like them. Job done and no need to sob to strangers on forums.
Looking at the replies here, it seems most people wouldn't want to change the rule, so just '' change the rules if you don't like them '' doesn't seems doable.
Eilif wrote: However, it seems to me that it might prove be even MORE important in SW:A to have some rules in place to keep high BS shooters with powerful weapons from dominating
Its even worse in SW:A, where instead of gangers that are supposed to be quite undisciplined/on drugs or whatever, you have people that have been training since a very young and are apparently unable to figure out that the nearest target isn't the most critical.
Shooting Priority. I agree that it might not make sense as far as combatant training. However from a practical level of keeping ranged weapons from ruling the day it may still be a good idea,
Also, it does compensate a bit for the idea that troopers have only a very limited scope of the battle An omnipotent player sees all the options and can strategize but in the dark of the underhive the poor bloody infantry likely just sees the nearest threat.
If you don't find those convincing enought then, as others have said, if you don't like a rule, change it. For a one-off-game that may be a tough sell, but these types of games are intended to be played as campaigns and there's no reason a competent group of gamers can't decide on a set of rule changes to better the campaign.
The "only shoot closest" rule is simply logical on a base level, where we look at the soldiers perspective. Taking the time to shoot at a more distant foe without the certainty of a kill when a closer one is drawing a bead on you or rushing with a knife isn't something people are likely to do.
People often forget this though, as most of us have never been in such a dangerous scenario where each judgement call is represented by "turns."
Neronoxx wrote: The "only shoot closest" rule is simply logical on a base level, where we look at the soldiers perspective. Taking the time to shoot at a more distant foe without the certainty of a kill when a closer one is drawing a bead on you or rushing with a knife isn't something people are likely to do.
People often forget this though, as most of us have never been in such a dangerous scenario where each judgement call is represented by "turns."
There was a rule for you to be able to pick your target. One of the skills, IIRC. That shoot closest was a base game deal that was lost after a few games. It also came into play when I ran a batch of juves up and bum rushed the figures. A Juve with a pistol in mass is a dangerous thing.
Damn, you guys are making me pull on my grey matter.
As to the Ash wastes, it was part of the game, after awhile. I don't know how everyone else did it, but there was interaction in the wastes with scaveys, the ratskins, and the Ash waste runner guys. They had caravans, and tunnel; fights in there as well.
There was outposts out there, and the tunnels came into play, as there were deep levels in and around the underhive. One of the ones we were working was a deep underhive lake of gak from the upper hives. There were animals that lived in it, and on the boat, you had to roll to see if the thing dragged someone out of the boat.
Then the spider hunts... Giant White Spiders. Reaper models were the best, but any giant spider model/ or rubber ones worked as well.
The guy I was thinking of with Hive of the living dead was Karloth Valois. He was a special character with the undead hive thing.
There clearly is interaction, otherwise the Guilders and Ash Waste Nomads would have nothing to do. And if a gang can rustle up the money, there'll be someone to move them around.
The hives are hundreds if not thousands of miles apart though extremely hostile terrain so they aren't going to be walking and there is no way that a gang of underhivers would be able to get to the spire and its transport links. One of the central themes of Necromunda is that underhivers are stuck in the underhive, having them able to travel completely deflates that.
Ash waste nomands can travel but they are an exception and to be honest they are at least partly in the realm of fan fiction
There clearly is interaction, otherwise the Guilders and Ash Waste Nomads would have nothing to do. And if a gang can rustle up the money, there'll be someone to move them around.
The hives are hundreds if not thousands of miles apart though extremely hostile terrain so they aren't going to be walking and there is no way that a gang of underhivers would be able to get to the spire and its transport links. One of the central themes of Necromunda is that underhivers are stuck in the underhive, having them able to travel completely deflates that.
Ash waste nomands can travel but they are an exception and to be honest they are at least partly in the realm of fan fiction
Many of the hive cities are linked by ancient roadways and tunnels - most of which have collapsed or been overrun over the millenniums. Some hive cities are even stacked one within the bounds of each other, such as the Pentad on Necromunda itself.
Furthermore, even in the Necromunda books underhivers have used powered watercraft to hunt for Spyders in the deep realms of the underhive. It's not unfeasible that junkcraft of various sorts has made it way into or been built in the underhive, allowing for the occasional transport between hive cities.
Marksman, at least to me, feels so powerful because noone else could pick a target, but if given to everyone, wouldn't be that good because you could target your enemy best shots that stands in the back.
And as for '' the grunt perspective '', well being a grunt myself (albeit I've never been deployed in actual combat mission), we tend to shoot at the biggest threat, wether or not they're the closest is irrevelant. What matters is what they're packing, and taking them out as quick as possible, even if they're 100-150 meters away from the group with rifles (and personally, I've been trained to reliably hit targets at ranges of 300 meters so its not a matter of feeling you can reliably hit the target, unless they're set up out of range of my rifle)
raekone wrote: They are Champ Industries "Industrial" plastic bases.
http://www.champindustries.net/orders_b.html They are only availble in two themes (urban and industrial) and with only 4 scupts each, but since they're made of polystyrene they're super easy to modify or glue bits onto to mix them up a bit. Also, they're only 30 cents each!
I'm a big fan of them and have used them for alot of projects.
There clearly is interaction, otherwise the Guilders and Ash Waste Nomads would have nothing to do. And if a gang can rustle up the money, there'll be someone to move them around.
The hives are hundreds if not thousands of miles apart though extremely hostile terrain so they aren't going to be walking and there is no way that a gang of underhivers would be able to get to the spire and its transport links. One of the central themes of Necromunda is that underhivers are stuck in the underhive, having them able to travel completely deflates that.
Ash waste nomands can travel but they are an exception and to be honest they are at least partly in the realm of fan fiction
Many of the hive cities are linked by ancient roadways and tunnels - most of which have collapsed or been overrun over the millenniums. Some hive cities are even stacked one within the bounds of each other, such as the Pentad on Necromunda itself.
Furthermore, even in the Necromunda books underhivers have used powered watercraft to hunt for Spyders in the deep realms of the underhive. It's not unfeasible that junkcraft of various sorts has made it way into or been built in the underhive, allowing for the occasional transport between hive cities.
I'm going back to Confrontation here, but it had a diagram that showed a typical hive being ~30 miles across at the base, and three or four hives in a radius of 100 miles. At least one Hive in the Palatine/Primus cluster was a transport nexus for the cluster and the planet as a whole, with plenty of merchants based there for that reason.
I'm quite happy to accept that it's very rare; but we're talking about a volume of several hundred cubic miles and a population in the billions; "very rare" is fine and still allows plenty of scope for games. Alternatively, different hives are different settings. Not keen on houses Escher, Orlock and Cawdor? How about houses Giger, Schreck and Glamis in Hive Secundus?
I think a much more fruitful approach to new houses would be to use something other than houses such as: Mid hive mercenaries, 'Beast House' trapping expeditions, Guilder enforcers etc.
Pseudomonas wrote: I think a much more fruitful approach to new houses would be to use something other than houses such as: Mid hive mercenaries, 'Beast House' trapping expeditions, Guilder enforcers etc.
Agreed. GW loves to work with archetypes. Adding more gangs would probably just result in overlap. Escher are the chem gang now? Well, did you know there's another chem gang in that other hive? But wait for it! Made entirely out of dudes!
Adding more exotic groups would be a better way of broadening selection.
Pseudomonas wrote: I think a much more fruitful approach to new houses would be to use something other than houses such as: Mid hive mercenaries, 'Beast House' trapping expeditions, Guilder enforcers etc.
Well, yes. However I'm at work, and not at the Specialist Games studio, so I wasn't going to think up those other ideas. Look back in this thread at some of the comments attributed to the Specialist Games team for ideas they've already had.
Bobthehero wrote: Marksman, at least to me, feels so powerful because noone else could pick a target, but if given to everyone, wouldn't be that good because you could target your enemy best shots that stands in the back.
And as for '' the grunt perspective '', well being a grunt myself (albeit I've never been deployed in actual combat mission), we tend to shoot at the biggest threat, wether or not they're the closest is irrevelant. What matters is what they're packing, and taking them out as quick as possible, even if they're 100-150 meters away from the group with rifles (and personally, I've been trained to reliably hit targets at ranges of 300 meters so its not a matter of feeling you can reliably hit the target, unless they're set up out of range of my rifle)
I think the point, though, is that these are untrained fighters, not the planet's militia. They are more likely to panic and fire at the closest threat rather than think tactically and fire at the guy with the biggest gun. That's why marksman made sense as a skill, it represented these untrained fighters learning the value in prioritizing certain targets.
It makes sense in Necro, I suppose, but not in Shadow War, where you got Space Special Forces and mutated Space Special Forces amongsts other well trained soldiers.
Yeah, you got me there. Although to be perfectly honest GW probably only put as much thought into Shadow War as they had to in order to get it out the door. That much is evident by the somewhat boring rules most of the non core-box factions got.
I seriously doubt any real consideration was given to it 'making sense'.
Closest Enemy rule worked as intended. Otherwise there're no reason to shoot at anything other than Leader and Specialist. You can always shoot at a further target if the hit chance is higher (cover, +1 sniper weapon) Hello Assassination mission, wow fun game!
Nobody want their leader and specialists down/pinned first turn or injured/dead first game and be left with recruit/troop with terrible weapons. Is it fun if the leader is dead after first game because Skitarii guy taking potshot at him? How could the Chaos Champion even get to CC with that rule anyway? because the moment he peak out he'll be a beehive.
It will eventually turn into a crawl paced game where you're forced to hide leader, specialists and crawl slowly/overwatch toward each other, which defeat the whole point of it being a fast-paced game in the first place. And it became a joke when you bring that in campaign, because most people would rather restart campaign/make new gang after first game until they can have the first game where they can take out the enemy leader.
How it is intended to play : take out recruit/troop and sometime specialist if they're careless, force the leader to either bottle out voluntarily or with a failed roll.
Awkwardly enough, that's how I killed Shadow War Armageddon at the local store. I played Skitarii and tabled my chaos opponent on the first turn by "sniping" his leader with the Transuranic Arquebus paired with an Omnispex held by the Alpha and focusing on his regular Marines over his cultists. He already played with few models, so taking out some forced him into a bottle test and well.. it's not often I'm hated for playing a game. I got gak for that some time after.
The closest model rule is probably one of the more realistic ones in the game. When you are under fire it takes a very calm head to not fire at the closest target that is blazing away back at you or charging at you with a large weapon intent on inserting said weapon into you.
vonjankmon wrote: The closest model rule is probably one of the more realistic ones in the game. When you are under fire it takes a very calm head to not fire at the closest target that is blazing away back at you or charging at you with a large weapon intent on inserting said weapon into you.
My concern is more how it plays. I'm not a fan because except for the odd case in which a target further away is easier to hit, it eliminates player choice. On both sides, too. The shooter's player has no choice but to shoot the closest target, and the target's player has reason not to screen their valuable models with chaff.
It also affects how you assemble gangs, making deliberately worthless cannon fodder and focusing your attempts to create powerful gangers to hide behind these instead of spreading out gear and talent.
Finally, just as with lane sniping in 4th or 5th ed 40k, you can circumvent this targeting rule in a very gamey way by positioning you models in such a way that the preferred target is inside your 90° arc but the cannon fodder is not.
I doubt you could just throw out the rule and keep everything else the same. Assassination has been named as an example already. But if we get an overhaul of the rules anyway, I hope this is a rule we're not going to see anymore.
vonjankmon wrote: The closest model rule is probably one of the more realistic ones in the game. When you are under fire it takes a very calm head to not fire at the closest target that is blazing away back at you or charging at you with a large weapon intent on inserting said weapon into you.
You have decided to interject with logic and common sense into this forum. The closest mod has been notified and a brief discussion about the length of your ban is underway.
My concern is more how it plays. I'm not a fan because except for the odd case in which a target further away is easier to hit, it eliminates player choice. On both sides, too. ... But if we get an overhaul of the rules anyway, I hope this is a rule we're not going to see anymore.
If I had to pick a rule not to see in the new game, it would be pinning on a hit. I get that it gives the game a deeper level of tactics, but I just don't like games where the stuff you do with your models is so drastically restricted. One of the reasons the game died super fast at a local store was that new players are easily caught off guard and end up having a large portion of their models pinned and have sort of a grind of an experience. I've seen turns where a new player basically does nothing. That's really awful for a game demo. People don't come back to games where they basically don't play.
8th edition definitely has a "you can always do what you want with your models" approach and I hope that is present in this game as well.
It's frustrating, but then I'm not a fan of modern games where the player has perfect control of their armies. the "shoot the closest target" rule might not be an exact reflection of "reality", but it demonstrates that your underlings don't always do exactly what yu want when you want them to. Likewise for pinning; those hapless gangers might not want to rush out into the teeth of enemy fire just because you want them to soak up some bullets as a distraction.
Removing things like that makes it more of a game and less of a simulation (however imprecise) of an "actual" battle. It's one of the main reasons I went off Warmachine and Malifaux. I never felt like I was ordering Zealots and Flameguard and whatnot across a battlefield - just moving meeples on a board.
vonjankmon wrote: The closest model rule is probably one of the more realistic ones in the game. When you are under fire it takes a very calm head to not fire at the closest target that is blazing away back at you or charging at you with a large weapon intent on inserting said weapon into you.
My concern is more how it plays. I'm not a fan because except for the odd case in which a target further away is easier to hit, it eliminates player choice. On both sides, too. The shooter's player has no choice but to shoot the closest target, and the target's player has reason not to screen their valuable models with chaff.
It also affects how you assemble gangs, making deliberately worthless cannon fodder and focusing your attempts to create powerful gangers to hide behind these instead of spreading out gear and talent.
Finally, just as with lane sniping in 4th or 5th ed 40k, you can circumvent this targeting rule in a very gamey way by positioning you models in such a way that the preferred target is inside your 90° arc but the cannon fodder is not.
I doubt you could just throw out the rule and keep everything else the same. Assassination has been named as an example already. But if we get an overhaul of the rules anyway, I hope this is a rule we're not going to see anymore.
I get where you are coming from but in practice (years ago in old Necromunda) tended to be that you could protect your heavy and leader if you stuck them in the *far* back but due to the multi level nature of the terrain and the LOS blocking it did it was next to impossible to set 1-2 models in front and make your opponent only fire at them. This is one of my biggest concerns with the game as they are releasing it, people may not realize it but the type of terrain in the original Necromunda played a large role in the correct function of the game. Now the new game could function totally differently and the closest model rule may be unnecessary or not function properly as you outlined but I am really not interested in a small scale game of 40K with gangers. I personally want the feeling of battling in the underhive that the original portrayed so well.
My concern is more how it plays. I'm not a fan because except for the odd case in which a target further away is easier to hit, it eliminates player choice. On both sides, too. ... But if we get an overhaul of the rules anyway, I hope this is a rule we're not going to see anymore.
If I had to pick a rule not to see in the new game, it would be pinning on a hit. I get that it gives the game a deeper level of tactics, but I just don't like games where the stuff you do with your models is so drastically restricted. One of the reasons the game died super fast at a local store was that new players are easily caught off guard and end up having a large portion of their models pinned and have sort of a grind of an experience. I've seen turns where a new player basically does nothing. That's really awful for a game demo. People don't come back to games where they basically don't play.
8th edition definitely has a "you can always do what you want with your models" approach and I hope that is present in this game as well.
Agreed. I'm partial to pinning the Bolt Action way because it allows the troop quality to play a role and gives the shooting player the option to concentrate fire for better effect on a single unit or spread out the love to gamble for more pinned units, or anything in between. I always found original Necromunda pinning harsh and taking away player choice.
AndrewGPaul wrote: It's frustrating, but then I'm not a fan of modern games where the player has perfect control of their armies. the "shoot the closest target" rule might not be an exact reflection of "reality", but it demonstrates that your underlings don't always do exactly what yu want when you want them to. Likewise for pinning; those hapless gangers might not want to rush out into the teeth of enemy fire just because you want them to soak up some bullets as a distraction.
Removing things like that makes it more of a game and less of a simulation (however imprecise) of an "actual" battle. It's one of the main reasons I went off Warmachine and Malifaux. I never felt like I was ordering Zealots and Flameguard and whatnot across a battlefield - just moving meeples on a board.
I'm really advocating for a middle of the road approach. I share your dislike for perfect control over your troops, but I also dislike an equally reliable way for your opponent to control your troops.
I'm actually (and possibly foolishly) hopeful in that regard. If they're bringing back diversified leadership from Rogue Trader, one assumes they want morale to have greater impact. Like, let's go with pinning. That was an I test for the ganger, if they had a nanny to hold their hand. I understand the reasoning behind this, but that could have been a simple LD test instead. Side benefit? Booze that boosts LD helps gangers not get pinned, but doesn't exactly help their life expectancy either, what with all the bullets flying around. I could totally see that. More importantly, I want to see that. It also helps a stat that isn't used all that often but easily gain from advances.
vonjankmon wrote: The closest model rule is probably one of the more realistic ones in the game. When you are under fire it takes a very calm head to not fire at the closest target that is blazing away back at you or charging at you with a large weapon intent on inserting said weapon into you.
My concern is more how it plays. I'm not a fan because except for the odd case in which a target further away is easier to hit, it eliminates player choice. On both sides, too. The shooter's player has no choice but to shoot the closest target, and the target's player has reason not to screen their valuable models with chaff.
It also affects how you assemble gangs, making deliberately worthless cannon fodder and focusing your attempts to create powerful gangers to hide behind these instead of spreading out gear and talent.
Finally, just as with lane sniping in 4th or 5th ed 40k, you can circumvent this targeting rule in a very gamey way by positioning you models in such a way that the preferred target is inside your 90° arc but the cannon fodder is not.
I doubt you could just throw out the rule and keep everything else the same. Assassination has been named as an example already. But if we get an overhaul of the rules anyway, I hope this is a rule we're not going to see anymore.
I get where you are coming from but in practice (years ago in old Necromunda) tended to be that you could protect your heavy and leader if you stuck them in the *far* back but due to the multi level nature of the terrain and the LOS blocking it did it was next to impossible to set 1-2 models in front and make your opponent only fire at them. This is one of my biggest concerns with the game as they are releasing it, people may not realize it but the type of terrain in the original Necromunda played a large role in the correct function of the game. Now the new game could function totally differently and the closest model rule may be unnecessary or not function properly as you outlined but I am really not interested in a small scale game of 40K with gangers. I personally want the feeling of battling in the underhive that the original portrayed so well.
Terrain is tough to incorporate. As a designer, you probably have a vision or else plenty of play testing to tell you what's ideal, and putting that in the rulebook to help players won't hurt either. But honestly? When I started playing Necromunda, I had the box contents and a couple of 40k terrain pieces. And the game worked. Later on I had much more dense terrain. And the game worked. I occasionally played on flat boards (with enough terrain, of course) and the game worked. It didn't work the same, but it worked. I'm not going to go and say it worked equally well and the designers delivered a masterpiece without even realizing it. But I think they created a ruleset that's good for what it's intended to do but also allows you to deviate from the ideal without ruining the game experience.
Why am I saying this? This is how new Necromunda needs to work (according to me anyway). They have tunnel fighting now, as the default to boot. I cannot imagine that their wonderful Day 1 DLC dramatically revises the core rules, and instead just builds on them. That's not going to work well if you have notable differences in how these things should play out.
I imagine with tunnel fighting the problem with targeting the nearest unit becomes even more pronounced because of the limited room to maneuver. Then it opens up in 3D games and all of a sudden you can, going with your experience, circumvent meat shields? There could be a pretty big gap between the demands of these two game modes, and until I see otherwise I'm going to assume the designers made a ruleset that works similarly in each one. Simply because then there will be one core ruleset which everything works off of, and if you have something like that, restrictions that only work in one part are likely to be dropped because they don't work in the other part. That's my take anyway.
I mean, I'm with you on wanting a proper underhive feel to the game, but as I said above, I'm more the middle of the road guy and I think you could still portray the untrained gangers with a really low leadership used for pinning tests with campaign advancements allowing them to become better and more controlled under fire, while giving them higher leadership for other things to represent their dogged fighting spirit.
I wouldn't pin it all on a single rule. Or 2D versus 3D for that matter. It's the complete package that matters* to me.
*Insert comment about having zero faith in GW's ability to provide that.
Guys, did you miss that Cool, Intelligence, and Willpower are back in the game? If Pinning isn’t a Cl test and Target Priority an Int test then something has gone wrong.
Some if you fellers are putting an awful lot of thought into ways that mean you'll not have think during games.
Necromunda deals with allot of complicated situations reasonable nicely that are usually ignored/abstracted out in allot of other games.
The closest target rule deals with battlefield confusion/light/smoke without complicated Fog of War or spotting mechanics. It also promotes tactical manoeuvre and the concept of gangs roving and scraping in the Underhive which is at the core of this game.
Ditto pinning. By the way Leadership influence here the the presence of other gangers which allow pinned models to break pinning and the use of the Leaders LD. If new players are getting pinned out of turns then they either don't get it or aren't really in a Demo rather being used as target practice.
Sorry fellers I don't get the complaints. It's a reasonably balance ruleset that has stood the test of time quite well.
I'm going to stick my neck out and say any long term Nerco player that moans about these rule has a Van Sarr gang armed with nothing but Lasguns and Plasma that they deploy in tower then never move. "Hiding is also OP and people that use it all the time are boring".
Fenrir Kitsune wrote: One thought. Are we supposed to add scatter terrain to the board pieces, or only use what comes in the box?
From what I can surmise LOS in the basic game can't cross a wall. There would be no reason why you couldn't add scatter terrain as well - but the missions might be balanced with the boards as supplied. That said - we used to add 3D components to Calth to add a sense of realism.
When we started playing Necromunda we did four things:
1. We ignored ammo rolls.
2. We ignored closest target.
3. We ignored pinning.
4. Everyone got an advance after every game.
We were wrong about all 4 changes we made. Each of the above is vital to the way Necromunda works (or worked, given the new edition is going to be quite different).
Often house ruling away a part you don't like just makes the game not work. House rule away multiple parts and the whole thing can easily collapse.
The interesting thing about shooting the closest, pinning, ammo rolls etc., is that the degree they are implemented will be within this alternating activation approach, so they will likely produce a very different experience when it's full on IGOUGO.
Since I'm not interested in the miniatures or the tiles or the funny dice, it'll be how good the ebook version of the rules is that determines whether I spend any money on necromunda or just keep playing 8th with individual model activation like I have been for my Inquisimunda games for the last couple months.
vonjankmon wrote: Anyone have some good links to sites either selling files for 3D printers or laser cut terrain in the US that would work for Necromunda? Seems like every laser cut terrain shop I find with terrain that would work well for the old style of multi level is based in Europe. I don't want to have to pay an arm and a leg for shipping a bunch of wood.
A company called Printable Scenery do some nice 40k themed stuff, it could easily be used for Necromunda.
vonjankmon wrote: Anyone have some good links to sites either selling files for 3D printers or laser cut terrain in the US that would work for Necromunda? Seems like every laser cut terrain shop I find with terrain that would work well for the old style of multi level is based in Europe. I don't want to have to pay an arm and a leg for shipping a bunch of wood.
A company called Printable Scenery do some nice 40k themed stuff, it could easily be used for Necromunda.
vonjankmon wrote: Anyone have some good links to sites either selling files for 3D printers or laser cut terrain in the US that would work for Necromunda? Seems like every laser cut terrain shop I find with terrain that would work well for the old style of multi level is based in Europe. I don't want to have to pay an arm and a leg for shipping a bunch of wood.
A company called Printable Scenery do some nice 40k themed stuff, it could easily be used for Necromunda.
vonjankmon wrote: The closest model rule is probably one of the more realistic ones in the game. When you are under fire it takes a very calm head to not fire at the closest target that is blazing away back at you or charging at you with a large weapon intent on inserting said weapon into you.
Heck, I've played enough games of League of Legends where everyone beats on the tank with the damage potential of a wet sponge, and totally ignore the marksman standing just behind them blowing people up.
vonjankmon wrote: Anyone have some good links to sites either selling files for 3D printers or laser cut terrain in the US that would work for Necromunda? Seems like every laser cut terrain shop I find with terrain that would work well for the old style of multi level is based in Europe. I don't want to have to pay an arm and a leg for shipping a bunch of wood.
A company called Printable Scenery do some nice 40k themed stuff, it could easily be used for Necromunda.
vonjankmon wrote: Anyone have some good links to sites either selling files for 3D printers or laser cut terrain in the US that would work for Necromunda? Seems like every laser cut terrain shop I find with terrain that would work well for the old style of multi level is based in Europe. I don't want to have to pay an arm and a leg for shipping a bunch of wood.
A company called Printable Scenery do some nice 40k themed stuff, it could easily be used for Necromunda.
They are also doing a Kick Starter for more Gothic styled sci to stuff.
What would be a good 3d printer for doing this kind of stuff?
The Wanhoa Duplicator i3 is a pretty good printer to start with, its cheap (roughly 400 USD i think, last time i checked) and not too bad for quality.
The Prusa i3 is also a good choice. Easy to operate and maintain, its 700 USD thought, so just a bit more costly.
It might also be worthwhile trying to find out what 3D printers are publicly available in your area - we have one at one of the local libraries. (Use is free, but you have to pay for the material.)
The Auld Grump - they had a Maker Fair there not all that long ago.
vonjankmon wrote: Anyone have some good links to sites either selling files for 3D printers or laser cut terrain in the US that would work for Necromunda? Seems like every laser cut terrain shop I find with terrain that would work well for the old style of multi level is based in Europe. I don't want to have to pay an arm and a leg for shipping a bunch of wood.
A company called Printable Scenery do some nice 40k themed stuff, it could easily be used for Necromunda.
They are also doing a Kick Starter for more Gothic styled sci to stuff.
What would be a good 3d printer for doing this kind of stuff?
The Wanhoa Duplicator i3 is a pretty good printer to start with, its cheap (roughly 400 USD i think, last time i checked) and not too bad for quality.
The Prusa i3 is also a good choice. Easy to operate and maintain, its 700 USD thought, so just a bit more costly.
Thanks for the info
No worries.
AS an aside, i just backed the current printable scenery Kick Starter. One of the things that KS offers, is STL files for Sci-Fi/Industrial walkways that could fit in nicely with Necromunda.
Really looking forward to this. Always enjoyed putting together gangs and as projects they are of a nice size to paint and really put that extra bit of effort into.
I'm not sure how reliable that info from the AGM is, but it did mention that they want to have more support for Necromunda from the get go (as opposed to BB) and have more gangs available at launch or very soon after. Cawdor got a specific mention, so perhaps they will be out soon too. That with this ad saying "plenty of releases over the coming months," gives me some hope we might see another gang or two at launch, or at worst in December.
Oh my goodness, look at the difference in scale between the pictured female that dominates the page and the already seen Eschers in the picture below it! Is this hinting at an even further extreme scale change?!
They're certainly going to need a separate door for their hair...
I hope the other gangs come swiftly as hinted at, if only to get some diversity from the start. Not sure if Necromunda will catch on at my local store, but I don't think it'll do well if we only have Goliath and Escher for four or more weeks. Blood Bowl certainly did not take off with the glacial release of teams.
Of course if the gangs do come swiftly players will then start complaining that the game is neglected and is going to die because the obvious new releases are done
Geifer wrote: They're certainly going to need a separate door for their hair...
I hope the other gangs come swiftly as hinted at, if only to get some diversity from the start. Not sure if Necromunda will catch on at my local store, but I don't think it'll do well if we only have Goliath and Escher for four or more weeks. Blood Bowl certainly did not take off with the glacial release of teams.
My guess is we'll see at least two new gangs the same week or the week after the box set.
OrlandotheTechnicoloured wrote: Of course if the gangs do come swiftly players will then start complaining that the game is neglected and is going to die because the obvious new releases are done
the endless problem of support
If they get the core six gang out straight away? I doubt people will complain (except about the scale, and Delaques if they feth them up... though that last part may just be me). Besides, once the six core are done they can move onto revamping the other things:
1. Scavvies
2. Ratskin Renegades.
3. Redemptionists.
4. Spyrers (I still think a plastic Yeld would look amazing!).
5. Enforcers/Arbites.
6. Pit Slaves.
7. Official rules for Genestealer Cults.
8. Chaos Cults.
9. FW doing resin Bounty Hunters, Scum, Wyrds and other things.
10. Squat Miners.
OrlandotheTechnicoloured wrote: Of course if the gangs do come swiftly players will then start complaining that the game is neglected and is going to die because the obvious new releases are done
the endless problem of support
Are you suggesting, sir, that some people will complain regardless?
H.B.M.C. wrote: Besides, once the six core are done they can move onto revamping the other things:
1. Scavvies
2. Ratskin Renegades.
3. Redemptionists.
4. Spyrers (I still think a plastic Yeld would look amazing!).
5. Enforcers/Arbites.
6. Pit Slaves.
7. Official rules for Genestealer Cults.
8. Chaos Cults.
9. FW doing resin Bounty Hunters, Scum, Wyrds and other things.
10. Squat Miners.
This +1000.
I've got a collection of the old Escher and Goliath gang miniatures, so those are still the factions I intend to play. Once I pick up any new figures for those two gangs, the next thing I'm likely to spend money on would be from this list.
OrlandotheTechnicoloured wrote: Of course if the gangs do come swiftly players will then start complaining that the game is neglected and is going to die because the obvious new releases are done
the endless problem of support
They could do what they did with Kal Jericho and move it beyond Necromunda - he became a member of an Inquisitors retinue and boarded a space hulk iirc (said inquisitor being his mum, bizarrely). An Inq28 spin off would go down well with fans.
OrlandotheTechnicoloured wrote: Of course if the gangs do come swiftly players will then start complaining that the game is neglected and is going to die because the obvious new releases are done
the endless problem of support
They could do what they did with Kal Jericho and move it beyond Necromunda - he became a member of an Inquisitors retinue and boarded a space hulk iirc (said inquisitor being his mum, bizarrely). An Inq28 spin off would go down well with fans.
Eventually some sort of INQ28 conversion book would be a really cool addition. You could toss in some rules for an Inquisition retinue, Genestealer cults, Chaos Cultists, Rogue traders and a couple other factions, along with a few new items and scenarios and I bet it would sell like hotcakes. I know I would scoop up a copy very quickly.
On a more related noted, the community hint picture was some sort of ornate looking looking eagle, could possibly be an Arbite shoulder pad (though I will admit I much prefer the less blinged out later versions of the Arbites).
OrlandotheTechnicoloured wrote: Of course if the gangs do come swiftly players will then start complaining that the game is neglected and is going to die because the obvious new releases are done
the endless problem of support
If they get the core six gang out straight away? I doubt people will complain (except about the scale, and Delaques if they feth them up... though that last part may just be me). Besides, once the six core are done they can move onto revamping the other things:
1. Scavvies
2. Ratskin Renegades.
3. Redemptionists.
4. Spyrers (I still think a plastic Yeld would look amazing!).
5. Enforcers/Arbites.
6. Pit Slaves.
7. Official rules for Genestealer Cults.
8. Chaos Cults.
9. FW doing resin Bounty Hunters, Scum, Wyrds and other things.
10. Squat Miners.
I suspect GSC will be the first of these out the gate and may show up even before the rest of the core gangs via a WD article. They require zero new miniatures and have a wide variety to pull from currently on sale.
OrlandotheTechnicoloured wrote: Of course if the gangs do come swiftly players will then start complaining that the game is neglected and is going to die because the obvious new releases are done
the endless problem of support
If they get the core six gang out straight away? I doubt people will complain (except about the scale, and Delaques if they feth them up... though that last part may just be me). Besides, once the six core are done they can move onto revamping the other things:
1. Scavvies
2. Ratskin Renegades.
3. Redemptionists.
4. Spyrers (I still think a plastic Yeld would look amazing!).
5. Enforcers/Arbites.
6. Pit Slaves.
7. Official rules for Genestealer Cults.
8. Chaos Cults.
9. FW doing resin Bounty Hunters, Scum, Wyrds and other things.
10. Squat Miners.
I suspect GSC will be the first of these out the gate and may show up even before the rest of the core gangs via a WD article. They require zero new miniatures and have a wide variety to pull from currently on sale.
I'll bet they get a Necromunda bundle of some sort.
Will this be so different from Blood Bowl re-release and why?
With Blood Bowl, we've seen a slow release of teams (5-6 teams the first 10 months). Also the box sets don't include all the models you want so you need wait (half of the teams are still incomplete) and eventually pay up to get the team complete. I'm worried they release a handfull of gangs now, but then have to wait 6 months until you can buy "heavies" or something similarly cruical beyond the initial newbie game.
And let's hope GW learned by the huge interest to increase the amount of products in stock, because a lot of Blood Bowl products sold out within minutes and ended up selling at morbid prices on ebay. Some products didn't restock until half a year later.
Anyway these are exciting news, really looking forward to get up-to-date necromunda models!
In the past, gang boxes always included every type of ganger, I don't see why this should be different now. Sure, it might not include every type of Heavy or special weapon, but simple convertions makes that a non-issue.
Ahh yes the original boxes were pretty much complete.
Do we really need chaos cultist models for Necromunda? GW released a great set some years ago of Chaos Cultists, even came with flamer, shotgun, autoguns, autopistols and a heavy stubber! They should fit perfectly for Necromunda.
Remember heavies could take heavy or special weapons - the Escher with the Tox gun and the Goliath with the big "repurposed industrial equipment" gun both look like they could be Heavies from the box carrying gang-specific Special weapons
OrlandotheTechnicoloured wrote: Of course if the gangs do come swiftly players will then start complaining that the game is neglected and is going to die because the obvious new releases are done
the endless problem of support
If they get the core six gang out straight away? I doubt people will complain (except about the scale, and Delaques if they feth them up... though that last part may just be me). Besides, once the six core are done they can move onto revamping the other things:
1. Scavvies 2. Ratskin Renegades. 3. Redemptionists. 4. Spyrers (I still think a plastic Yeld would look amazing!). 5. Enforcers/Arbites. 6. Pit Slaves. 7. Official rules for Genestealer Cults. 8. Chaos Cults. 9. FW doing resin Bounty Hunters, Scum, Wyrds and other things. 10. Squat Miners.
1-4 are Outlanders gangs. they can't get away with not doing them, people would riot - especially if they released new gangs before them.
5) are a strong maybe. we begged for Arbites for years and ended up with Enforcers, so hopefully they dont get further watered down
6) Kind of a long shot. they were introduced pretty early (around the 2nd-3rd ed 40K transition IIRC) so have a good chance, and could easily be done in plastic. the Poxwalker with a bionic arm gives me hope of the level of detail they could achieve
7) Unlikely for a while. Yes, GSCs have official models and rules now, so the outlay would be minimal, but GSCs were always the plan for the Hive Secondus project, which has been sporadically mentioned but never actually acted on since the early 90's...
8) Less likely than 7
9) FW already do some renegade psykers that fit the bill (before Inquisitor changed Wyrd from meaning "Dangerously unstable, untrained psyker" to "Able to pull of no-risk psychic powers flawlessly"). Would love to see some bounty hunters and expansion packs, but I don't really see the need, we'll have plenty of kits to kitbash hired guns out of
10) I admire your optimism. I'd rather see Brats and Hive Prospectors, personally
I'm hoping we're getting a quite different rule set now with more modern mechanics. Other games has introduced great new game mechanics for skirmish games. While I love the previous Necromunda rules, I have played it again and again over the years and so I'm hoping for something new. Unlike Blood Bowl where the new rules were almost identical to the previous except some optional changes to league play. I think that was a right decision there, but not for Necromunda 2017/18.
Are there a summary of new game mechanics or changes to the previous rules?
Just a load of rumours that the OP hasn't added to the first post for some reason. Bad OP, bad.
"Game loosely based on 8th but expanded mechanics. Intergrates turn sequence, model by model activation. Leaders and champions help.."
"By activating additional models, juices need to be near others to guarantee activation"
"Action based and with the full Rogue Trader stat line...."
"More skill tables including leader and trade ones."
"Plastic gangs and then outlanders then expanding to new gangs!!!! Takes time."
"Working of John Blanche original sketch book for more awesome stuff. Release should be November slot. First 6 gangs release schedule sorted.
"We have an info dump of information for you from speaking to the amazing Specialist Games veteran designer Andy Hoare at The Forge World Open Day 2017.
So we are broadly looking at a game based on the 8th Edition 40k mechanics, but tailored to skirmish warfare. We see the edition of Action Points, that can be used to active gangers in a similar way to how Space Hulk works. Different actions will cost different points, such as activating a Heavy will cost two Action Points, whereas your run of the mill Ganger will cost only one.
We are looking at a release schedule much like BloodBlowl, this is the ‘Preview’, launch of the initial box set will follow in the same sort of timescale as from when BloodBowl was ‘Previewed’ then launched.
The box itself will contain the Escher and Goliath gangers we have seen already, the rules, accoutrements and most likely Shadow War terrain. The Specialist Games studio do not have the resources to produce terrain solely for Necromunda, so they are trail blazing the Shadow War release with all the cool terrain that was released with that boxed set, and subsequently in individual kits until present. The rules will allow for play in the way we are used to on gangways, ramps and gantries, but also in tunnels making use of the Zone Mortalis tiles available from Forge World.
We will see all the gangs from Hive Primus return, along with the gangs from Outlanders and Fanatic. We will also see new gangs and some expansion of the fluff on Necromunda.
HIVE SECONDUS was written about in the Fanatic days, a Hive overrun by Genstealer cult, nuked by the Necromunda Defence Forces to rid the planet of the infestation. However, the hive toppled on its side with most of the Cultists surviving resulting in the Defence Forces building a large trench system in the surrounding Ash Wastes to isolate the remains of the Hive from the rest f the planet. It is hinted we will be visiting this intreaging story in the future!
We will be posting updates as we get them!"
Some interesting info a friend told me today, from him chatting to Andy Hoare:
- Boxed game to have board tiles as they're cheaper to produce, and be set in a sewer-type environment. Escher and Goliath gangs plus rulebook too, obvs.
- Gangs are being reimagined a little (a la GeneCult) with differences between Houses and fleshed-out background. Goliaths are industrial and have a 'rivet gun'. Escher are chem-specialists and all mix up their own chem weapons - apparently you can see vials on the models. They have some form of chem-thrower Flamer weapon.
- Intending to promote Sector Mechanicus scenery and Zone Mortalis kits for use with Necromunda. Specialist Games couldn't have done scenery but GW coming out with Shadow War made it a possibility.
- He was told that the rules are a tweak of Necromunda. Subsequently surprised to then read from the WHCommunity post that they're 8th-based, as that wasn't intimated by AH.
- Roll to hit and roll to see if ammo test needed apparently now separate. Your dramatic chance hits will no longer always somehow be with your final bullet!
- Models have interchangeable hair, faces and arms. 5-model kit x2 per side. Allows lots of combinations without duplicating poses.
Stuff from the FB post -
- "The gameplay we got to experience in the demo was a quick and dirty 4 on 4 (four players with two models each). The game is fast, but VERY crunchy! Lots of special weapons that have to be carefully considered when you choose to use them.
The models we used were the gang leader/named character models from the cards included in the game, but you can also create your own, and there are blank cards you can write on in the box, which can wipe off to make changes or add things to.
There’s a few different dice, a regular d6, with a “Skreagle” as Adam called it (a skull/eagle), scatter dice for grenades (and grenades cause knockback, which can throw people off of walkways!), injury dice (used for determining how badly you wounded a model, and also rolled when you’re attempting to stand back up after taking a flesh wound), and the ammo dice.
The ammo dice involved a really cool mechanic. Firstly, assault weapons roll to see how many wounds are caused, and weapons that are rare and run out of ammo due to your roll have a 6+ reload roll in the next turn. So if your bolter runs out of ammo, you may be out of luck. Makes your weapon choices very tactical as well."
Everything seemed geared towards tactics — you trade activations per model, so you can fake out your opponent by moving in a way that causes them to expose themselves to an attack by another model. That mechanic also makes multiplayer games way faster and more fun, since everyone is constantly taking turns.
There are also cards which give you the ability to react to an event. We saw one which allowed the Goliath gang to charge and do more damage, one called Last Gasp that gave you a last retaliatory shot against an enemy who just killed you, and one called Blood Debt that gives your gang +1 on attacks against an enemy model who killed one of your gangers.
Bottling was interesting. There’s the possibility of both teams bottling out. Downed models give bottling a negative modifier, as your gang is more likely to run away as their buddies lie dying on the floor.
Being in base to base contact with a downed model allows you to make a coup de grace and kill them.
There were a large number of modifiers, so you really had to consider exactly what advantages and disadvantages you were giving yourself based on what you did.
Adam talked about how the Studio campaign is mapping the Hive for their game. As the gangs take territory, they keep a record of the way the tiles were laid out, and then reuse those maps to fight over existing turf, which sounds very cool.
I'm personally thrilled about the blank cards you can write your own gangers on.
*EDIT*
Missed some bits in the comments section -
"Tiles that match the Zone Mortalis tiles from Forgeworld come in the box. There’s no grid based movement or shooting, that’s all in inches. The boxed set focuses on tunnel fighting in the Underhive, the first expansion is Gang War, and is releasing at the same time, goes upwards and includes more about fighting and moving through vertical space.
I asked Adam if that meant that if we were seeing an expansion that moved upwards into the higher levels of the Hive, did that mean we might see something that moved outwards, into the Ash Wastes. He gave the typical “anything is possible” kind of answer, but it seems that they’re focused on each expansion also expanding the environments you fight over."
In response to a comment about the tiles:
"Yeah, the tiles are just there to be a quick and easy play surface, with some interesting gameplay possibilities. I saw a tile with a bridge over a pit, one that was swamped with toxic green goo, etc. they were all double sided.
You didn't have read ? The gangs are multiparts kit, composed of 4 different body. And the kits containts heavy.
For the Eschers, the 2nd start on right (with red hairs)
For the Goliaths, the fig in center
Well, I'm going to stick my neck out and say 'it can't just be gangs upon gangs with even more hired guns'. I just don't think you can do that and maintain any kind of uniqueness.
But.....seasons and event books? That seems really quite doable, as can the much mooted, possibly mentioned by GW looking into other Hives (one has a GC infestation, and I think I read somewhere that Nurgle has been up to no good in at least one Hive).
Give us annual setting changes and twists. New ways for us to prove our supremacy.
Just needs the flexibility to be a challenge for older gangs, without being utterly overwhelming for new gangs, so it can be slotted into any campaign, whether new or long running.
BjornRuss wrote: You didn't have read ? The gangs are multiparts kit, composed of 4 different body. And the kits containts heavy.
Ah, fair enough, still interesting how much variety of heavy weapons they'll manage to get out there.
I would put good money on each gang sprue having the Heavy Stubber as well as what ever else as its pretty much the "got enough credits to get a heavy weapon" weapon.
It's the upgrade kits that interest me most - with the Escher wielding a needle rifle mentioned specifically on the WC article introducing them. Really hope they also include additional heads in them as well.
I'm mostly looking forward to clapping eyes on the sprues.
I mean, GW has done really well of late when it comes to ramming the kits chockfull of bits and pieces. That encourages me that we'll get plenty of options with each Gang - even if they can be easily shared between kits.
It is quite hard to find good looking 3rd party necro gangs. Sure you can have that one delague-inspired gang, maybe scratch-build some muties or other scum. But other than that options are really limited.
I blew away some money trying different alternatives including many tips from a long yaktribe discussion for alternative models. First of all it was very expensive and scale was very hit & miss. But worst was the gang I ended up with was just a rag-tag team of different designs, nothing to unify them.
So really looking forward to GW doing this properly. Probably it will come at a nice price as a bonus.
I am very fond of the Raging Heroes Jailbirds as alternate Escher - my good lady is even working out a backstory. (Basically, an Escher gang that took over a prison facility.)
I am planning on using Victoria Lamb's Victorian Guard as my Van Saar - just because I want steampunk Van Saar....
I'm a huge fan of normal humans in the 40k universe. Inquisitorial henchmen, the most human of genestealer cultists, chaos cultists, guardsmen, gangers, arbites, priests, etc.,. So I'm definitely interested in the miniatures (less so the goliaths).
I'm also interested in the rules if they allow a greater range of normal humans to be represented in an interesting way but are easy enough to do fan expansions for. My friends don't all share my love for normal humans in 40k and I'm going to need to come up with stuff for Eldar, Tau and even marines if the rules are going to see regular use. If that can't work, it'll just be a board game that gets pulled out every now and again and a campaign won't happen.
Given that Shadow War already exists, you may wonder why I'm bothering. The truth is that SW:A and original Necromunda don't play well for all people. The pinning mechanic and IGOUGO turns means it's easy to have "do nothing" games. This can be especially annoying for new players.
My hope is that the alternating activation takes the sting out of that and prevents our largest problem with original necromunda and shadow war. Not playing the game while you are playing a game.
I'd imagine there will be a short lived spike followed by a rapid decline as new models in a larger scale start coming out.
Escher wouldnbe my bet to be the exception to the rule, and be more in demand. But all the dude bro armies from Goliaths to Arbites are gonna be replaced by sweet sweet plastic crack.
I'd suspect an initial crash as a lot of folk with old metal minis who are no longer really in the gaming loop realise they might be able to sell them
then a recovery as people who always thought they'd never afford to get the old stuff they always wanted start grabbing them, but not quite to the old level
although anything that doesn't get a release in Newcromunda may well command a premium if GW do keep supporting the line
I thought they weren't up-scaling the humans in 40K, or not nearly as much as they are in AoS? Have we seen comparison shots of the new Escher alongside older GW human models?
Fingers crossed they're stopping that damn scale creep!
The new plastocs are so much better than the old metal figs that i cant see why would want to but the old one. Hope the price rise ul though, cause i have a ton to sell
pancakeonions wrote: I thought they weren't up-scaling the humans in 40K, or not nearly as much as they are in AoS? Have we seen comparison shots of the new Escher alongside older GW human models?
Fingers crossed they're stopping that damn scale creep!
Nah they're huge. I mean the Goliaths alone are on Marine-sized basis, if that tells you anything.
streetsamurai wrote: The new plastocs are so much better than the old metal figs that i cant see why would want to but the old one. Hope the price rise ul though, cause i have a ton to sell
To be honest, the old Escher figures seem nicer then the full preview of the new Escher gang. I am happy I own like 3 full gangs worth.
streetsamurai wrote: The new plastocs are so much better than the old metal figs that i cant see why would want to but the old one. Hope the price rise ul though, cause i have a ton to sell
I asked Andy Hoare (product manager at Specialist Games) on FB, and he said the scale is the same as all other recent GW plastics. So no upscaling. Obviously they're bigger than the old metals.
streetsamurai wrote: The new plastocs are so much better than the old metal figs that i cant see why would want to but the old one. Hope the price rise ul though, cause i have a ton to sell
I asked Andy Hoare (product manager at Specialist Games) on FB, and he said the scale is the same as all other recent GW plastics. So no upscaling. Obviously they're bigger than the old metals.
Yeah, you're looking at about a head taller than the old metals, give or take. Personally it's not a problem, but I can understand if people don't want that kind of variation in their collection.
Me, I'd be more concerned about just how wide Goliaths are.
I'd like to see a Necromunda tie-in used as an excuse to finally give us a multi-part Chaos Cultist kit. But then, I'd just like to see a multi-part Chaos Cultist kit, and using it in Necromunda would be gravy.
Failing that, some alt heads for the Cawdor gang box might work. Cawdor were the gang I tried to play back in the day. Alas, their skills were all close combat focused, and the ganger models were all metal and clutching rifle-type weapons into their chest. Hopefully a plastic Cawdor box will finally allow me to have a proper pack of religious berzerker loonies on the side of the Emperor...
streetsamurai wrote: The new plastocs are so much better than the old metal figs that i cant see why would want to but the old one. Hope the price rise ul though, cause i have a ton to sell
To be honest, the old Escher figures seem nicer then the full preview of the new Escher gang. I am happy I own like 3 full gangs worth.
I agree. The hair doesn't look as nice, and the clean core of the old Escher outfit has become more cluttered.
Mymearan wrote: ... So no upscaling. Obviously they're bigger...
Er...
No upscaling from the current scale.
Which is not what people are generally talking about.
Whether or not an Escher model for Necromunda is the same size as a GSC model from 40k is far less relevant than whether or not it's the same size as an Escher model from Necromunda.
Mymearan wrote: ... So no upscaling. Obviously they're bigger...
Er...
No upscaling from the current scale.
Which is not what people are generally talking about.
Whether or not an Escher model for Necromunda is the same size as a GSC model from 40k is far less relevant than whether or not it's the same size as an Escher model from Necromunda.
It answers the question though? They’re bigger than the metals, but in line with modern models. Whether that’s an issue is an individual thing, but it makes sense considering they were made now and not 15 years ago. Makes more sense to make them compatible with today’s kits.
Mymearan wrote: ... So no upscaling. Obviously they're bigger...
Er...
No upscaling from the current scale.
Which is not what people are generally talking about.
Whether or not an Escher model for Necromunda is the same size as a GSC model from 40k is far less relevant than whether or not it's the same size as an Escher model from Necromunda.
Of course not. People expect a modern GW model to be in the same scale as all other modern GW models. To expect or even want them to be in scale with 25 year old metals is baffling, and I say this as someone with a huge Necromunda metal collection. I refuse to believe anyone thought they would be. People expect to be able to use parts from other plastic models to convert their Necromunda models and vice versa, anything else would be crazy. Old metals are old metals, and you either accept that they will look a bit small and use them anyway (as I will) or use one or the other exclusively.
Mymearan wrote: ... So no upscaling. Obviously they're bigger...
Er...
No upscaling from the current scale.
Which is not what people are generally talking about.
Whether or not an Escher model for Necromunda is the same size as a GSC model from 40k is far less relevant than whether or not it's the same size as an Escher model from Necromunda.
Actually no, is far more relevant, for far more people, if the Necromunda range is in the same size of the plastic range of today's GW than with 20-old year metal figures.
It answers the question though? They’re bigger than the metals, but in line with modern models. Whether that’s an issue is an individual thing, but it makes sense considering they were made now and not 15 years ago. Makes more sense to make them compatible with today’s kits.
You've misunderstood. I wasn't disputing the answer. I was questioning the suggestion that making them bigger isn't upscaling them.
I'm also a little puzzled as to what the age of the models has to do with anything, to be honest. We still have models in use in 40K today that are more than 20 years old, and yes, I expect new releases to be in scale with those models. Which is exactly why the vehicles are the only part of the Primaris range that I'm ever likely to buy.
There's no actual requirement that new models be bigger than the models that they replace. It's just something that GW have been doing for reasons known only to themselves. I would much rather they reverse that decision and produce ranges in a consistent scale than to continue making everything bigger. YMMV, obviously.
It answers the question though? They’re bigger than the metals, but in line with modern models. Whether that’s an issue is an individual thing, but it makes sense considering they were made now and not 15 years ago. Makes more sense to make them compatible with today’s kits.
You've misunderstood. I wasn't disputing the answer. I was questioning the suggestion that making them bigger isn't upscaling them.
I'm also a little puzzled as to what the age of the models has to do with anything, to be honest. We still have models in use in 40K today that are more than 20 years old, and yes, I expect new releases to be in scale with those models. Which is exactly why the vehicles are the only part of the Primaris range that I'm ever likely to buy.
There's no actual requirement that new models be bigger than the models that they replace. It's just something that GW have been doing for reasons known only to themselves. I would much rather they reverse that decision and produce ranges in a consistent scale than to continue making everything bigger. YMMV, obviously.
If I have to choose between having the plastic parts of the new multipart gangs compatible with metal figures of 20 years ago of a , in the time, different system than 40k, or being them compatible with all the human ranges that GW produces now, in the new era of cross-compatibility, personally, my pick is easy to choose.
adamsouza wrote: Anyone think juves are going the way of the Squat ?
I'll be happy to use mine as gangers, if I need to. With gangers all going multipart plastic, I can't see juves being on those sprues.
I think you underestimate just how sneaky GW can be.
Release Necromunda with no elevations.
Sell a supplement that increases the in game experience by adding more elevations to the game besides the basics in the core rules.
Sell a supplement that gives rules for a couple more gangs every few months.
Once their is a lul then release rules for Juves and sprues to match.
Mymearan wrote: ... So no upscaling. Obviously they're bigger...
Er...
No upscaling from the current scale.
Which is not what people are generally talking about.
Whether or not an Escher model for Necromunda is the same size as a GSC model from 40k is far less relevant than whether or not it's the same size as an Escher model from Necromunda.
Of course not. People expect a modern GW model to be in the same scale as all other modern GW models. To expect or even want them to be in scale with 25 year old metals is baffling, and I say this as someone with a huge Necromunda metal collection. I refuse to believe anyone thought they would be. People expect to be able to use parts from other plastic models to convert their Necromunda models and vice versa, anything else would be crazy. Old metals are old metals, and you either accept that they will look a bit small and use them anyway (as I will) or use one or the other exclusively.
Exactly. As said before, I have a ton of the old models, but I would be mad if they were in scale with them and not the current plastic range
adamsouza wrote: Anyone think juves are going the way of the Squat ?
I'll be happy to use mine as gangers, if I need to. With gangers all going multipart plastic, I can't see juves being on those sprues.
I think you underestimate just how sneaky GW can be.
Release Necromunda with no elevations.
Sell a supplement that increases the in game experience by adding more elevations to the game besides the basics in the core rules.
Sell a supplement that gives rules for a couple more gangs every few months.
Once their is a lul then release rules for Juves and sprues to match.
Repeat milking process.
Yeah, I expect GW to nickel&dime us to death with Necro. But to be honest, I don't really mind. Been waiting for so long for this game to come back that I won't let a few dubious business pratices spoil my enthusiasm
adamsouza wrote: Anyone think juves are going the way of the Squat ?
I'll be happy to use mine as gangers, if I need to. With gangers all going multipart plastic, I can't see juves being on those sprues.
I think you underestimate just how sneaky GW can be.
Release Necromunda with no elevations.
Sell a supplement that increases the in game experience by adding more elevations to the game besides the basics in the core rules.
Sell a supplement that gives rules for a couple more gangs every few months.
Once their is a lul then release rules for Juves and sprues to match.
Repeat milking process.
You mean GW is going to exploit my love of Necromunda for profit?
Bill Withers actually wrote a song that encapsulates how I feel about this!
adamsouza wrote: Anyone think juves are going the way of the Squat ?
I'll be happy to use mine as gangers, if I need to. With gangers all going multipart plastic, I can't see juves being on those sprues.
I think you underestimate just how sneaky GW can be.
Release Necromunda with no elevations.
Sell a supplement that increases the in game experience by adding more elevations to the game besides the basics in the core rules.
Sell a supplement that gives rules for a couple more gangs every few months.
Once their is a lul then release rules for Juves and sprues to match.
Repeat milking process.
Isn't that how nostalgia works? You pick somethingt that people loved in the past, you broke it into pieces, you put them in shiny boxes, and you leench those suckers until they are dry!
Isn't that how nostalgia works? You pick somethingt that people loved in the past, you broke it into pieces, you put them in shiny boxes, and you leench those suckers until they are dry!
But does it work?
I have been playing Blood Bowl since 1990 and bought the most recent 2016 box set and then came season book 1, season book 2, special card pack 1, special card pack 2.....
I didnt buy any of that extra rubbish, how many card packs will there be? how many more extra rules books? how often are they going to spit them out? how much do I actually need to spend before I can actually play the game in a manner I did 2 years ago when ALL the rules were in 1 book, when ALL the cards were listed?
If they try and do this with necro they wont get my money.
It answers the question though? They’re bigger than the metals, but in line with modern models. Whether that’s an issue is an individual thing, but it makes sense considering they were made now and not 15 years ago. Makes more sense to make them compatible with today’s kits.
You've misunderstood. I wasn't disputing the answer. I was questioning the suggestion that making them bigger isn't upscaling them.
I'm also a little puzzled as to what the age of the models has to do with anything, to be honest. We still have models in use in 40K today that are more than 20 years old, and yes, I expect new releases to be in scale with those models. Which is exactly why the vehicles are the only part of the Primaris range that I'm ever likely to buy.
There's no actual requirement that new models be bigger than the models that they replace. It's just something that GW have been doing for reasons known only to themselves. I would much rather they reverse that decision and produce ranges in a consistent scale than to continue making everything bigger. YMMV, obviously.
No, you just misunderstood what was said. They aren’t upscaled from the current size of plastic miniatures, as some seemed to think or worry that they were. And sure there’s no requirement for models to be bigger and the ideal situation would be for models to be at the same scale forever, but today’s models are bigger than they were when Necromunda was first released and it makes more sense for the new ones to match today’s scale than the old metals.
I have been playing Blood Bowl since 1990 and bought the most recent 2016 box set and then came season book 1, season book 2, special card pack 1, special card pack 2.....
I didnt buy any of that extra rubbish, how many card packs will there be? how many more extra rules books? how often are they going to spit them out? how much do I actually need to spend before I can actually play the game in a manner I did 2 years ago when ALL the rules were in 1 book, when ALL the cards were listed?
If they try and do this with necro they wont get my money.
Me too played since end of 90s. I bought the 2016 box. Season 1, Season 2, deck 1, deck 2, all the star players, all the teams, all the big guys, the referees, the booster pack, all the dice, all the pitches, forge world pitches... even bought over-priced event-only star players from ebay. Bought all the rubbish
I would say that the rule book in the starter set was bad (incomplete and with errors). They should have included much of Death Zone Season 1 in the rule book instead. Death Zone Season 2 on the other hand gives tons of new content to the game, stuff you never had in LRB6/CRP/Icepelt version. The biggest problem (as you point out) is that they divided all the rules into so many sources: rulebook, season books, decks, pdfs (erratas & faqs), white dwarf, app and more.
What I did with Blood Bowl was to combine everything into a single document just like previous edition, you can have it from me if you want. This way it is very similar to previous edition which had all the rules, star players, cards and additional contents. If GW does the same with Necromunda, I'll do it for this game too.
I used the previous rule pdf as base and added new stuff on top of that. I'm not quite finished cleaning up the cards cause there was a new special play card released for a GW tournament/event a few weeks ago.
Problem is if (actually when) GW will do the same for Necromunda, there may not be a good foundation to start on. The new rules may have little or nothing in common with the old.
Baxx wrote: The biggest problem (as you point out) is that they divided all the rules into so many sources: rulebook, season books, decks, pdfs (erratas & faqs), white dwarf, app and more.
That's actually my issue with what we seem to be getting. I don't have a problem with my old models looking small next to the new ones or with handing over obscene amounts of money for GW, orwith the starter set containing floor plans and docusing on tunnel fights. But having two, three or four books just to have the full rules is not enticing.
Baxx wrote: The biggest problem (as you point out) is that they divided all the rules into so many sources: rulebook, season books, decks, pdfs (erratas & faqs), white dwarf, app and more.
That's actually my issue with what we seem to be getting. I don't have a problem with my old models looking small next to the new ones or with handing over obscene amounts of money for GW, orwith the starter set containing floor plans and docusing on tunnel fights. But having two, three or four books just to have the full rules is not enticing.
If there only was 3-4 books I wouldn't have a problem...
Baxx wrote: The biggest problem (as you point out) is that they divided all the rules into so many sources: rulebook, season books, decks, pdfs (erratas & faqs), white dwarf, app and more.
That's actually my issue with what we seem to be getting. I don't have a problem with my old models looking small next to the new ones or with handing over obscene amounts of money for GW, orwith the starter set containing floor plans and docusing on tunnel fights. But having two, three or four books just to have the full rules is not enticing.
If there only was 3-4 books I wouldn't have a problem...
Considering the disastrous spelling in my last post, I doubt I could handle a single book...
But yeah, I think scattered rules are the only actual deal breaker for me when it comes to Necromunda.
From the new White Dwarf, Temporal Distort article (pg 132) featuring the Jan '94 WD issue
Elsewhere, the Adeptus Arbites [...] appeared as a new range of miniatures, with full rules and (a very short) army list in the issue. Not really a presence on the Battlefield as such, the Adeptus Arbites haven't been seen around much lately, but with the likes of the Genestealer Cults on the rise again, who knows when they might be back?
Warhams-77 wrote: From the new White Dwarf, Temporal Distort article (pg 132) featuring the Jan '94 WD issue
Elsewhere, the Adeptus Arbites [...] appeared as a new range of miniatures, with full rules and (a very short) army list in the issue. Not really a presence on the Battlefield as such, the Adeptus Arbites haven't been seen around much lately, but with the likes of the Genestealer Cults on the rise again, who knows when they might be back?
Soon please!
I'm from New York and Space Cops mean a lot more to me than Space Vikings or Space Romans.
I'm excited and sad simultaneously. Loved Necromunda, loved Escher (had the full original gang), and was really looking forward to the release, but to me without a boxed terrain set it's a disappointment.
It would be fine if SWA hadn't been limited edition, and the individual industrial terrain pieces were not now so unaffordably expensive.
Million wrote: I'm excited and sad simultaneously. Loved Necromunda, loved Escher (had the full original gang), and was really looking forward to the release, but to me without a boxed terrain set it's a disappointment.
It would be fine if SWA hadn't been limited edition, and the individual industrial terrain pieces were not now so unaffordably expensive.
There's some meaty terrain boxed sets due out for Christmas?
At the moment I'm assuming there's a discount involved, but how much who knows.
The SWA box sold for £90, I think.
Just the terrain came to £75, when released separately a couple of weeks later.
It also had 2x Scouts, 1x Boyz, templates (handy at the time) and the rulebook.
Unless there are more we haven't seen, nothing quite like the SWA box. There's a 2xVoid Shield/1xReactor/1xPipes box and one with a Bastion and some Cargo Containers.
True. Did a google, and I swear that's not what I remember seeing!
Ah well, off to Warhammer World for the 40k Open Day in November. Completed with annual bonus and a month of overtime. Reckon I'll get me terrain there!
Unfortunately with what we seem to know about Necromunda, and then Blood Bowl, 40k of 7th edition onwards, and what AoS has become, Games Workshop has this crazy fetish with drip-feeding rules material to us so we keep buying, and we end up with way too much material spread all over to keep track of.
I was lucky enough to trade my way into a whack-ton of unassembled Mantic sci-fi terrain.. some ruins, some industrial, and the generic stuff.. Setting it aside until this releases SOUNDS like a good idea, but.. I also think that assembling it NOW, getting it painted and USED at the time of release sounds smarter..
So I went to https://spacemarineheroes.com/ today and when I go there it asks for authentication for necromunda.com
You can just press cancel and you get to the SM heroes site but the interesting part was the necromunda.com website, no idea if it has been mentioned in this thread already but regardless it seems we will get a website for that game as well.
Unless there are more we haven't seen, nothing quite like the SWA box. There's a 2xVoid Shield/1xReactor/1xPipes box and one with a Bastion and some Cargo Containers.
Had SWA been announced yet when those images leaked? It's been a while, so I don't remember. If not, I would bet GW would be keeping the SWA terrain under lock and key before that game was announced. I guess my point is that we could be getting some of the Mechanicus terrain in bundles next month, too. I hope so, anyway.
MadCowCrazy wrote: So I went to https://spacemarineheroes.com/ today and when I go there it asks for authentication for necromunda.com
You can just press cancel and you get to the SM heroes site but the interesting part was the necromunda.com website, no idea if it has been mentioned in this thread already but regardless it seems we will get a website for that game as well.
Just noticed that as well, but when I was following a link to the Shadespire site. Wonder what it means... (not really, it just means there'll be a Necromunda website)
It answers the question though? They’re bigger than the metals, but in line with modern models. Whether that’s an issue is an individual thing, but it makes sense considering they were made now and not 15 years ago. Makes more sense to make them compatible with today’s kits.
You've misunderstood. I wasn't disputing the answer. I was questioning the suggestion that making them bigger isn't upscaling them.
I'm also a little puzzled as to what the age of the models has to do with anything, to be honest. We still have models in use in 40K today that are more than 20 years old, and yes, I expect new releases to be in scale with those models. Which is exactly why the vehicles are the only part of the Primaris range that I'm ever likely to buy.
There's no actual requirement that new models be bigger than the models that they replace. It's just something that GW have been doing for reasons known only to themselves. I would much rather they reverse that decision and produce ranges in a consistent scale than to continue making everything bigger. YMMV, obviously.
The age has everything to do with it as Games Workshop have moved on so completely from the way miniatures were designed, sculpted and scaled when the original Escher miniatures were produced.
Over time, GW began designing figures to be a little larger than the 28mm that was king back in the 1990s. They are now around 32mm.
The old models currently used in 40k that are now pushing 20+ years DO look very small in comparison to the current lines of miniatures. Were you to see a new sculpt of, for instance, Mephiston, I guarantee he would be sculpted to be significantly larger than the current metal model.
Sculpting the new Necromunda miniatures to be roughly in-scale with the current miniature ranges IS keeping to a consistent scale.
YES. They will look taller/larger than the old Necromunda models (of which I have a considerable number).
I really don't understand why this is an issue. Why on earth would they make the NEW Necromunda figures SMALLER than the current range of figures they currently produce?
Indeed- particularly since they are being made plastic, and setting them at the same scale as modern minis is gonna make a ton of money for conversion sales.
Those figures didn't just look a little bigger than the old ones, the way Cadians are scaled slightly larger than Catachans (if thinner)., they looked HUGE. Like, Primaris Gangers. Obviously goliaths are big, but the Eschers looked almost as big as they did.
Automatically Appended Next Post: I'm estimating that off the bases of course, could just be my eyeball is off.
I really don't understand why this is an issue. Why on earth would they make the NEW Necromunda figures SMALLER than the current range of figures they currently produce?
So that they would be in scale with people's existing collections?
You know, the very thing that has been discussed from the start...
I really don't understand why this is an issue. Why on earth would they make the NEW Necromunda figures SMALLER than the current range of figures they currently produce?
So that they would be in scale with people's existing collections?
You know, the very thing that has been discussed from the start...
The game`s been in a coma or dead for many years (10-15?), many new gamers and hobbiests appeared, now it`s remade, with new rules, new models... Did they need to do all the goofy monkey hands as well on the new minis? Miniatures are a bit bigger now, so they don`t require the old school hero scale with heads being the size of the bodies, so we can seе wtf they are from standing up POV. New miniatures have more details, are often multi-part and more dynamic. While some old sculpts are definatly works of art, I wouldn`t say so about most classic GW stuff. I`m sorry, throw all the tomatoes you can. I personaly don`t care for other`s people 20 year old collections, I don`t want the hobby to stagnate.
People`s existing collections would look crap with new era miniatures used in the same gang, as the old ones. Like playing cs 1.6 and CS:GO on the same map.
Minis improve, and getting somewhat larger, thus more relevant to current ranges and with bigger possibilities of customization (in a game about progress) is more important.
Infinity, Warmahordes, Warhammers, Malifaux - ranges of these games get improved, and more often than not, miniatures getting larger is a part of it.
I really don't understand why this is an issue. Why on earth would they make the NEW Necromunda figures SMALLER than the current range of figures they currently produce?
So that they would be in scale with people's existing collections?
You know, the very thing that has been discussed from the start...
Making them the same scale as the current 40k stuff means that people might buy them even if they don’t play Necromunda, for 40k conversions. It makes a lot more sense for them to make them fit with today’s models. If people already have a Necromunda collection, they’ll most likely either just use their existing models, or buy the new ones anyway.
I imagine the market of people they’re trying to buy into the game is far larger than the market of people who used to play and have collections of the old models. And the amount of people who won’t buy anything or won’t touch the game because the new models are bigger than their models from 15 years ago is probably pretty small. This definitely seems like the right decision.
Disclaimer, guys: I'm just annoyed that the original Necromunda metal figures were a slightly larger scale than the 25-28mm Confrontation miniatures. Here I was, a huge collection of metal brat miniatures and BAM. GW hits us with a new range that stand a full 1-3mm taller! No attempt to appease the neglected Confrontation fan base at all.... Dreadful behaviour. SURE, that increase in scale led to more detailed and nicer looking miniatures, but who cares about that when your old, dated models look like they're from an entirely different era of miniatures?!
I think whether they're in scale with the old models is a bit of a non-issue. There's no need for them to be, in the same way that new 40k models aren't in scale with old 2nd edition metal miniatures or first edition beakies. The old sculpts have a lot of character but are, by modern standards, pretty rough.
I'm more interested in which of the recent plastics they're going to be in scale with. Tempestus Scions and DV Chaos Cultists are both much bigger than Cadians, Genestealer Cultists and Skitarii for instance. Which humanoids the new Necromunda plastics are scaled to will really effect what conversions are going to be viable.
I concur. Which of the new range of miniatures the scale is most similar to is interesting. What ever the scale difference is from 20 years ago is garbage. We've had it with Blood Bowl (that discussion has eventually died off). By the looks of Necromunda, this topic can resurface again and again if we see more specialist games like Mordheim, Battlefleet Gothic and Gorkamorka.
So heads up to the moaners: also your mordheim warbands, your star fleets and other models will be outdated and wrong scale for any and all new releases GW will ever make.
We had the scale discussion since page 2. Is there really anything left to say?
.
Given that people are still claiming to not understand why some of us think it's a problem, yes, apparently.
Automatically Appended Next Post:
ImAGeek wrote: If people already have a Necromunda collection, they’ll most likely either just use their existing models, or buy the new ones anyway.
You may well be right. Time will tell. For me, I was quite excited about having new models to add to the collection... But that enthusiasm took a big hit because of the scale issue.
I totally get that it's not an issue for some... But that's kind of the thing... Making the new models in scale with the old would have kept those of who like things in scale happy, and wouldn't have bothered everyone else. Increasing the size to be more in line with the rather variable scale in play with more recent lines, by contrast, only satisfies the latter group.
Dismissing it as 'moaning' doesn't make it any less irritating. And, really, the topic would have died out on its own if people didn't keep dredging it up again to act all incredulous that modellers might want new models in scale with their existing collections.
We had the scale discussion since page 2. Is there really anything left to say?
.
Given that people are still claiming to not understand why some of us think it's a problem, yes, apparently.
Automatically Appended Next Post:
ImAGeek wrote: If people already have a Necromunda collection, they’ll most likely either just use their existing models, or buy the new ones anyway.
You may well be right. Time will tell. For me, I was quite excited about having new models to add to the collection... But that enthusiasm took a big hit because of the scale issue.
I totally get that it's not an issue for some ... But that's kind of the thing... Making the new models in scale with the old would have kept those of who like things in scale happy, and wouldn't have bothered everyone else. Increasing the size to be more in line with the rather variable scale in play with more recent lines, by contrast, only satisfies the latter group.
Dismissing it as 'moaning' doesn't make it any less irritating. And, really, the topic would have died out on its own if people didn't keep dredging it up again to act all incredulous that modellers might want new models in scale with their existing collections.
Obviously it's not some but the majority. Those who have no Necromunda miniatures anymore or at all and even quite a few people who do have figures doesn't seem to have porblems with this.
Even when the new minis are taller than the old ones, they can still be used together.
I use lots of 2nd ed metal Space Wolves Grey Hunters, Blood Claws and Longfangs together with new plastic kits (full units as well as incorporated into mainly metal squads) and it does not look like garbage.
Only thing that I feel missing from this scale creep discussion, or at least not streessed enough, is that "moaners" neglect one HUGE reason for scale creep: plastic process has lower possible definition than pewter or resin. It is closer to what you could get in lead than in pewter (just with thinner rod-like features due to stiffness of plastic).
You can clearly see this when you compare 4th ed pewter Shadowseer to it's modern counterpart side by side - it is basically the same model (up to baton head detail and costume elements), just in more dynamic pose. And even though modern model is 2-3mm taller (from toe to the tip of the hood), details are bit more rounded and look a bit "melted" and/or shallow when compared to razor sharp pewter model (which still has some additional tiny details here and there).
The point is - modern plastic miniatures in scale with pewter era Necromunda range would have to be closer to Confrontation era level of detail (just not as fugly desing-wise due to CAD process) and that just wouldn't fly at all...
insaniak wrote: Making the new models in scale with the old would have kept those of who like things in scale happy, and wouldn't have bothered everyone else.
It would most certainly bother me, as I plan to use those plastics for a variety of projects, from AoS to Blood Bowl. So yeah.
His Master's Voice wrote: It would most certainly bother me, as I plan to use those plastics for a variety of projects, from AoS to Blood Bowl. So yeah.
Not to sound callous, but that doesn't matter. If the miniatures are unsuited to something outside of their intended purpose, then that's more on you than on the miniatures. To put it simply, you cannot criticise an orange for not being an apple.
So if the Newcromunda miniatures were scaled to Oldcromunda miniatures then the fact that they don't/won't work with a completely unrelated game isn't really an issue.
What I'm most excited to see in the coming weeks and months...
1. The other gangs. Love the look of the Escher and Goliath, and I'm chuffed to bits their aesthetic hasn't been overhauled.
2. The expansion stuff. Hired Guns? Imagine Scum models that aren't a bit pants! Imagine weapon upgrade kits which don't involve me having to hack the original gun out the model's chest area first!
3. All of it, basically.
So hyped for this, and already got three or four peeps interested in a campaign at my flat. November I buy the terrain and the game, and from there on in we have at it!
Mad Doc Grotsnik wrote: 1. The other gangs. Love the look of the Escher and Goliath, and I'm chuffed to bits their aesthetic hasn't been overhauled.
I expect your first mission will be to lie/cheat/steal your way into a position that allows you to see upcoming Delaque models. This is a priority, over and above even your anti-scalper Facebook group.
The fact that Delaques are my fav gang is completely unrelated.
Mad Doc Grotsnik wrote: 2. The expansion stuff. Hired Guns? Imagine Scum models that aren't a bit pants! Imagine weapon upgrade kits which don't involve me having to hack the original gun out the model's chest area first!
I'm hopding for Hired Guns that mature as a campaign does. Hired guns weren't worth it most of the time because you had no money in the early game when their skills'd be useful, and in the later stages of a campaign they're outclassed by your own gangers. If Hired Guns scaled and/or got experience, then maybe that'd be worth it.
Mad Doc Grotsnik wrote: So hyped for this, and already got three or four peeps interested in a campaign at my flat. November I buy the terrain and the game, and from there on in we have at it!
How many people live in your flat?
And yeah, I've started makingterrain in preparation.
On reflection, it's Houses Delaque and Van Saar I'm most interested to see done anew.
To me, they were the least developed of the original Houses, particularly Van Saar - that was a House I just couldn't picture in the Underhive. Too far removed aesthetically from the cyberpunk nonsense on display everywhere else.
Delaque? I liked the aesthetic, I just feel it turned out a wee bit bland. Granted, that's quite possibly a very deliberate design choice rather than a casting limitation, but I'd like to see some more interesting, suitably sneaky poses.
H.B.M.C. wrote: Not to sound callous, but that doesn't matter.
If the miniatures are unsuited to something outside of their intended purpose, then that's more on you than on the miniatures. To put it simply, you cannot criticise an orange for not being an apple.
Insaniak said the different scale wouldn't bother anyone. It would bother me, so his assumptions are most likely incorrect. That's about it.
So if the Newcromunda miniatures were scaled to Oldcromunda miniatures then the fact that they don't/won't work with a completely unrelated game isn't really an issue.
So it wouldn't be an issue if the Betrayal at Calth Marines were scaled down to match the venerable Beakies rather than modern Marine kits? Or Shadespire Stormcasts randomly being 45mm?
Do you genuinely believe the current GW customer base would be better off with Necromunda keeping the old scale over updating it to match the rest of the range?
Insaniak said the different scale wouldn't bother anyone. It would bother me, so his assumptions are most likely incorrect. That's about it.
Sure, my statement failed to take into account people wanting the miniatures for something other than Necromunda. Because, frankly, I doubt that use outside the intended game system is a particularly big factor in their design.
I'd like to see a Necromunda tie-in used as an excuse to finally give us a multi-part Chaos Cultist kit. But then, I'd just like to see a multi-part Chaos Cultist kit, and using it in Necromunda would be gravy.
Failing that, some alt heads for the Cawdor gang box might work. Cawdor were the gang I tried to play back in the day. Alas, their skills were all close combat focused, and the ganger models were all metal and clutching rifle-type weapons into their chest. Hopefully a plastic Cawdor box will finally allow me to have a proper pack of religious berzerker loonies on the side of the Emperor...
I don't think there is much appetite for a multi-part chaos cultist kit to make it to the top of the list of things 40k and it's associated games (in which I include Necromunda) really needs right now. There are loads of good quality plastic cultists available now from not too distant past releases. Plenty of plastics further up the need list I think! Ork buggies, nice SM scouts, even plastic sisters?? (Somewhere in GW a big countdown clock just noisily reset it's countdown to the plastic sisters release)
I'd really like to see a multi part plastic kit that could cover Enforcers, Arbites, Planetary Defence Force, Inquisitorial squad members etc... Heavy webbers and police dogs/cyber hounds that are significantly smaller than SW great wolves please.
I agree in principle with the comments that a lack of interchangeability between systems shouldn't be an issue, but I think GW is well aware that sales of models for any of these spin off games are hugely increased if there is conversion/crossover potential, whether they publicly acknowledge this or not. I think we can all be grateful that they see the advantages in this. If for example Newcromunda was to be released in a similar scale to the middle earth miniatures, I think the hype around it's release would be in the range of disappointment through to rage!
I don't think it should come as a surprise (unpleasant or otherwise) that GW doesn't really give a toss about backwards compatibility with model ranges beyond the last 5 years or so. As someone with a model collection that dates back to 2nd ed, I am pleased about this, as generally speaking* the model ranges are on an upward curve of quality and attractiveness to my tastes (if not wallet!). *Yes SM centurions, I'm looking at you!
Do you genuinely believe the current GW customer base would be better off with Necromunda keeping the old scale over updating it to match the rest of the range?
I think the customer base would be better off if they had stuck to a consistent scale in the first place, but I can certainly see the appeal of bigger models that cam have more detail crammed onto them, even if I don't think it's entirely necessary.
I'd really like to see a multi part plastic kit that could cover Enforcers, Arbites, Planetary Defence Force, Inquisitorial squad members etc... Heavy webbers and police dogs/cyber hounds that are significantly smaller than SW great wolves please.
Snip....
That....is a cracking idea. If we look to the Stormtroopers kit, we can get an idea of how that might be achieved. Two or three weapons options, layered armour, good selection of heads. Call it a vanilla 'Imperial Enforcers' type name. SUCCESS!
Insaniak said the different scale wouldn't bother anyone. It would bother me, so his assumptions are most likely incorrect. That's about it.
Sure, my statement failed to take into account people wanting the miniatures for something other than Necromunda. Because, frankly, I doubt that use outside the intended game system is a particularly big factor in their design.
For me at least, I want Necromunda models to be in the same scale as other ranges so that I can use those other ranges to convert and customise my gang. That's a massive part of what Necromunda should be, in my opinion.
That said, it's a rather pointless argument, there are valid reasons for wanting the scale to be consistent with old ranges and new ranges. Can't please everyone!
That said, it's a rather pointless argument, there are valid reasons for wanting the scale to be consistent with old ranges and new ranges. Can't please everyone!
I did not realize the sector mechanicus bases were actually pretty reasonably priced, obviously a good fit for necroumunda, anyone have experience with them? Thinking of tossing a box on with my necromunda box.
His Master's Voice wrote: It would most certainly bother me, as I plan to use those plastics for a variety of projects, from AoS to Blood Bowl. So yeah.
Not to sound callous, but that doesn't matter. If the miniatures are unsuited to something outside of their intended purpose, then that's more on you than on the miniatures. To put it simply, you cannot criticise an orange for not being an apple.
So if the Newcromunda miniatures were scaled to Oldcromunda miniatures then the fact that they don't/won't work with a completely unrelated game isn't really an issue.
You may be technically correct, but you know that is not the reality of GW policy about cross-compatibility between their games and model ranges. When they announce conversions mixing warhammer fantasy and warhammer 40k models is for a reason. Yeah, Age of Sigmar could be in 45mm and 40k in 32mm, but they aren't for a reason.
I am using Sector Mechanicus bases on my er Mechanicus army. They are great, I am not a bad painter but I always struggle with bases, these just need a quick metalic dry brush and look awesome. Pretty decent price for the amount of bases you get. I was looking at the new necro minis and it looks like they have sculpted bases too, at first I thought they were Sector Mechanicus bases but now I am not so sure.
As for scale I am more than happy with the large scale. It means I will have a much easier time finding relevant bits for conversions. Plus my painting skills have improved a lot since the 90s so my existing Necro models look a bit rubbish these days.
Enforcers had models at one point, very nice ones too. What with GW's new trend of reviving old fan favourites I would be highly surprised if Arbites/Enforcers aren't bundled up in the new necro release at some point. Plus the kits would fly off the shelves for conversion purposes alone.
SilverAlien wrote: Question: Is it actually likely for arbiters/enforcers to get an official release, even if we assume that GW will expand beyond the original 6 gangs?
From what I understood they were a home brew thing, no models or rules at all. But people keep mentioning them in the thread so I thought I'd ask.
Official models complete with fully official rules as well
We had the scale discussion since page 2. Is there really anything left to say?
.
Given that people are still claiming to not understand why some of us think it's a problem, yes, apparently.
Automatically Appended Next Post:
ImAGeek wrote: If people already have a Necromunda collection, they’ll most likely either just use their existing models, or buy the new ones anyway.
You may well be right. Time will tell. For me, I was quite excited about having new models to add to the collection... But that enthusiasm took a big hit because of the scale issue.
I totally get that it's not an issue for some... But that's kind of the thing... Making the new models in scale with the old would have kept those of who like things in scale happy, and wouldn't have bothered everyone else. Increasing the size to be more in line with the rather variable scale in play with more recent lines, by contrast, only satisfies the latter group.
Dismissing it as 'moaning' doesn't make it any less irritating. And, really, the topic would have died out on its own if people didn't keep dredging it up again to act all incredulous that modellers might want new models in scale with their existing collections.
Except then they wouldn’t be in scale with 40k and they’d lose the market for conversions and bits.
Edit: missed a page
SilverAlien wrote: Question: Is it actually likely for arbiters/enforcers to get an official release, even if we assume that GW will expand beyond the original 6 gangs?
From what I understood they were a home brew thing, no models or rules at all. But people keep mentioning them in the thread so I thought I'd ask.
Official models complete with fully official rules as well
SilverAlien wrote: Question: Is it actually likely for arbiters/enforcers to get an official release, even if we assume that GW will expand beyond the original 6 gangs?
From what I understood they were a home brew thing, no models or rules at all. But people keep mentioning them in the thread so I thought I'd ask.
A recent WD article (I think it was in the retro article. Can't remember the name) referenced the Adeptus Arbites and then coyly implied that if the GSC could come back, anything was possible.
Nah I reckon they will be more. These are gonna be proper multi part lots aren't they? Or did they just mention the kits are compatible with other ranges? I imagine the price would show that.
My guess is that the gangs will be very similar to the GSC Neophyte Hybrids both in cost (£25) and design - two sprues building 8-12 models with a ton of options. I don't know how well those sold but I know they were very well received here.
The funniest part of the scale creep argument is that GW minis have never been scale models. 25mm, 28mm, 30mm, 32mm... aren't scales. 1/64th, 1:50, 1/48th are scales. Made the new gangs for Necro are taller because of a sudden change in gravity...or maybe the original ones are just short.
And talking about the new models, they are designed for one game and one game only--the NEW Necromunda. Can I play Rogue Trader with Primaris Marines, sure. Can I whine that Beakies make poor Primaris proxies, sure. Can I understand that Rogue Trader and 8th Edition are very different games despite both being called 40K, sure. Can I understand that the new game called Necromunda might not be the same as the old one, sure. Which brings me to...
I'm wondering if the new Necro is more of a board game with miniatures...out of the box. You know like Space Hulk board game. Then the expansion turns it back into something more like what old-timers might expect. It might make me a bad person, but if the core box is more board gamey, I might be more interested in it than as Necromunda 2.0 or SWA 1.5.
I hope the points for gangs is just their 8th ed points times some multiplier.
Manchu wrote: I think it is a board game that also comes with a miniatures game ruleset.
Really? I thought it only came with the miniature game rules and some 2D cardboard versions of Zone Mortalis Terrain for a quick start (though still using range rulers, etc..).
Similar to using 2D terrain on a table ..
Like those woods there ...
Spoiler:
The way I understood it, you might even be able to put regular terrain onto the 2D terrain in the box if you don't mind the abstraction of mixing both 2D and 3D terrain.
Boxed set is tunnel fights. But Gang War supplement, like Blood Bowl Seasons.
On one hand, it means us old grognards will have to shell out extra.
On the other, it is a complete game in a box for the uninitiated, helping to keep their costs down. Me, I reckon that's a price worth paying for new blood and future opponents. YMMV of course, because this is just an opinion.
Mad Doc Grotsnik wrote: Boxed set is tunnel fights. But Gang War supplement, like Blood Bowl Seasons.
On one hand, it means us old grognards will have to shell out extra.
On the other, it is a complete game in a box for the uninitiated, helping to keep their costs down. Me, I reckon that's a price worth paying for new blood and future opponents. YMMV of course, because this is just an opinion.
Well, if you don’t want the tunnel game you can just get the book and a couple of gangs (or use existing ones if you have them) so existing players don’t necessarily have to pay more.
Insaniak said the different scale wouldn't bother anyone. It would bother me, so his assumptions are most likely incorrect. That's about it.
Sure, my statement failed to take into account people wanting the miniatures for something other than Necromunda. Because, frankly, I doubt that use outside the intended game system is a particularly big factor in their design.
Actually...
Given that I fully intend to use the minis - if I get them - with other games that have not gone to GW's current RIDICULOUSLY LARGE(TM) scale...
I have to side with the folks that would prefer to have them in the older, smaller scale - but my (and others of my ilk) wanting to use them with *GASP!* other, non-GW games may well be part of why they have gone to their new scale.
That said - I really like the idea of having weapons that can be swapped out, and will be looking at the game anyway.
And, if the rules are good, and the minis suck... well, there are other companies that make miniatures that I like in a scale that I like. (Given that I intend to make a Neo-Victorian Van Saar gang anyway.... )
Still on the fence in regards to 'will the minis suck?' - I do not like what GW thinks is hair or fur these days. But, hey! If I go to Dulaque, I won't have to worry about the hair!
there was no new minis in lost patrol. Was the same scouts and GS as before
But they are different scouts to the scouts that were in the original box set! So all those millions of people who bought the new box and already had the old box will go totally bonkers because they are all different in scale!!!!
adamsouza wrote: I don't remember anyone complaining about the upscaled miniatures when Space Hulk came out.
What was the one with Scouts and genestealers ? Don't recall anyone complaining about the upscaled miniatures with that one either.
Personally, I'll have zero issues mixing my vintage and shiny new Eschers and Goliaths, other than trying to get the paint jobs to match.
It is why I didn't buy the new Space Hulk.
I didn't complain, but I also didn't buy the game. I just quietly left.
And, about a year later, I sold off my 40K Dark Angels entirely - the new larger scale terminators being part of the reason. (This, I was not entirely quiet about - I had been unhappy with 40K for several editions, and... we had a baby on the way.)
One of the dangers - you lose more customers than you think you do, if you only go by the ones that complain. There are others that just shrug, and go buy something else.
For that matter, listening to the folks that do complain can lead to changes that are bad for the health of the game. (Thinking more of D&D 4e than 40K here.)
In this case... I doubt it is going to affect sales much, either way. As mentioned, there are just not enough of us old Necromunda players to matter that much, and a fair number of us old Necromunda players probably don't care one way or another on the scale.
And, for many of us who do care, there are alternatives.
And, even with the new scale for the minis - I am really freakin' happy that Necromunda is coming back! I just hope to Gogamagog that GW doesn't screw it up.
So heads up to the moaners: also your mordheim warbands, your star fleets and other models will be outdated and wrong scale for any and all new releases GW will ever make.
Which means that I will just continue to use the old models; although the issue of scale isn't really much of an issue, the overall aesthetic is and I don't care for the new Escher gangers at all. The only thing in the entire Necromunda release that I am remotely interested in is the rules.
streetsamurai wrote:there was no new minis in lost patrol. Was the same scouts and GS as before
You don't see a difference there at all ?
TheAuldGrump wrote:
adamsouza wrote: I don't remember anyone complaining about the upscaled miniatures when Space Hulk came out.
I didn't complain, but I also didn't buy the game. I just quietly left.
While it is indeed your perogative to vote with your money, you are literally the first person I've ever heard complain about not liking the immensley better sculpted minis in Space Hulk. Also the change is scale is irrelevant in Space Hulk. There is no need to ever combine collections from one edition of the board game to another as the contents of the box are all inclusive.
TheAuldGrump wrote:For that matter, listening to the folks that do complain can lead to changes that are bad for the health of the game. (Thinking more of D&D 4e than 40K here.)
4E design changes were mostly due to Hasbro wanting to sell you an entire new set of D&D books were that not compatible with the previous edition, while also appealing to the WOW crowd. I'm not saying there not people complaining about balance in 3E, but it really was not a major factor in 4Es creation. Hasbro makes board games, they come from a mentality of selling you new shinier versions of the same game every 5-10 years.
TheAuldGrump wrote:In this case... I doubt it is going to affect sales much, either way. As mentioned, there are just not enough of us old Necromunda players to matter that much, and a fair number of us old Necromunda players probably don't care one way or another on the scale.
You've hit the nail on the head here: The number of new players, and old players who'll glady upgrade, vastly outnumber any old players who'd only play if they only had to make a minimal investment in rules, and not buy the new miniatures.
TheAuldGrump wrote:And, for many of us who do care, there are alternatives.
Yup. The old rules still exist in living rulebook format. There are a dozen versions of Inquisimunda floating around on the internet.
Honestly, it really comes down to people being irritated by OCD concerns about aestheic concerns, people being irritated by people voicing OCD concerns about aestheic concerns, and then people who voiced their OCD concerns getting defensive when other people don't share, or want to listen to their OCD concerns.
The new and old models are just as compatible as any 40K models that changed over the years. There is literally almost no incentive to make the new models match the 20+ year old models. There are many more incentives for GW to do the opposite.
GW makes no money from 3rd party vendors selling vintage models.
GW makes no money from you using your vintage models instead of buying new ones.
Just look at the included Special/Heavy weapons spoiled. The ubiquitous heavy stubbers are gone and replaced with Escher chem throwers and Goliath rivet guns.
Is it a cool game change ? Probably.
Is it a move to sell you new models ? Definitely.
Do I hope heavy Stubbers are still in the game ? Yes. I have 11 Goliaths with Heavy Stubbers sitting around waiting to do something
streetsamurai wrote:there was no new minis in lost patrol. Was the same scouts and GS as before
You don't see a difference there at all ?
What he mean is that GW just took the already existing scout and GS kit and give it to you, they just use a different "colored" plastic. Those are not "new". For example the one from Space Hulk are new because It didn't exist in any currently available kit.
God - I am so stoked for this! I've made more terrain than I have done in probably 10 years. I just hope the release speed is fast enough to maintain interest from my group - Blood Bowl petered out pretty quickly.
Nuclear Mekanik wrote: I don't think it should come as a surprise (unpleasant or otherwise) that GW doesn't really give a toss about backwards compatibility with model ranges beyond the last 5 years or so. As someone with a model collection that dates back to 2nd ed, I am pleased about this, as generally speaking* the model ranges are on an upward curve of quality and attractiveness to my tastes (if not wallet!). *Yes SM centurions, I'm looking at you!
H.B.M.C. wrote: So as it turns out there are some pretty amazing looking Shadow War setups out there.
They look great but to me also very open for a Necromunda / SW:A game?
Those are indeed very sparse... IMHO if you can't traverse large distances in permanent hiding, then there is too little terrain for proper Necromunda experience. Shooting at long distances should be limited to narrow lanes, not cover 2/3rds of entire table... And yes, I know that this means awfully lot of terrrain and difficult acces to models sometimes, but this game gets better and better with each additional terrain piece put on the table, up to seemingly ridiculous amounts.
Mr Morden wrote: They look great but to me also very open for a Necromunda / SW:A game?
The issue with some of those setups isn't them being open, it's more that it's all one level.
It's a problem I always called "Levelling" with the original Necromunda terrain. You could make great looking tables using multiple sets of Necro terrain, but if the majority of the buildings/catwalks were at the same level, then you might as well be playing on the ground level.
So this looks cool, sure, but it's all one level. It needs to be multi-level to work. This is the inherent downside with the Shadow War terrain, as cool as it is, because it's 5" high, meaning 2 levels is 10" and 3 is 15" and that's just getting silly. Oldcromunda terrain was 3" per level, so getting a 5 story building was easy. Here, it's not only really expensive (in Oz a single SW building costs as much as the Imperial Sector box), but it becomes very tall very quickly, which isn't practical.
Does anyone know if there's a 3rd party doing ramps and stuff for the Industrial terrain?
Automatically Appended Next Post: Failing that...can anyone recommend similar terrain, but in 3" high increments (as per the original stuff)?
Not especially interested in MDF stuff or cardboard, but beggars can't be choosers.
Given what H.B.M.C. said about levels, I'd like some lower platform to 'thread' between the GW industrial stuff, get a proper tangle going on. I want to encourage I test based jumping between levels!
For Necromunda-esque stuff...there are a half dozen or more quality MDF companies, but...as you said, it's MDF. You can also find some 3D printed stuff on eBay.
It's nice, but not really enough walkways. Could be useful to add actual intact buildings though - sort a small township amidst the sprawl?
As it's seeming MDF may be largely unavoidable (and as a material, still preferable to cardboard in my book. More resilient, innit) anyone care to comment on TT Combat's stuff? Darksphere stocks it, which means it's accessible.
Is it the 'idea' 3" high increments, allowing me to thread their walkways through the GW industrial....
Mad Doc Grotsnik wrote: It's nice, but not really enough walkways. Could be useful to add actual intact buildings though - sort a small township amidst the sprawl?
As it's seeming MDF may be largely unavoidable (and as a material, still preferable to cardboard in my book. More resilient, innit) anyone care to comment on TT Combat's stuff? Darksphere stocks it, which means it's accessible.
Is it the 'idea' 3" high increments, allowing me to thread their walkways through the GW industrial....
Mantic has as many walkways as youd want to make. A lot of their kits have the side panels and panels of half the size of the big squares you use to link together.
As much as I hate 90% of what mantic has, that terrain is good for necromunda. MDF stuff is nice, but actually building it and painting it is pretty horrid. Plastic > MDF always
TT Combat Industrial Hive or Gothic Scenics are your bog standard, cheap as chips mdf scenery supplier. They benefit from a good lick of paint because they're a little basic, but hard to argue with the price/coverage. Plus, being so basic makes them easy to fit into existing boards/terrain/themes.
Mad Doc Grotsnik wrote: It's nice, but not really enough walkways. Could be useful to add actual intact buildings though - sort a small township amidst the sprawl?
As it's seeming MDF may be largely unavoidable (and as a material, still preferable to cardboard in my book. More resilient, innit) anyone care to comment on TT Combat's stuff? Darksphere stocks it, which means it's accessible.
Is it the 'idea' 3" high increments, allowing me to thread their walkways through the GW industrial....
TT Combat is pretty good for what you pay - so you can get an awful lot of it and fill your board. I have got a number of boxes of MDF stuff and gave some to the club as well....
That's......that's an impressive amount of gubbins...
How does it hold up to repeated assembly and disassembly? I ask because I've never worked with MDF terrain (aesthetics put me off, but necessity, as already covered)
H.B.M.C. wrote: So as it turns out there are some pretty amazing looking Shadow War setups out there.
Those look so amazing. I hope GW do some kind of bargain bundle with the new Necromunda that means you can pick up a decent amount of scenery like the shadow wars box.
How does it hold up to repeated assembly and disassembly? I ask because I've never worked with MDF terrain (aesthetics put me off, but necessity, as already covered)
i base mine on another sheet of MDF - all built to a single level. They are designed so additional levels slot in, or the low wall sections if desired. I'm not really using the small bases because I'm happy with having semi - set buildings, and I'm adding detail from other ranges.
As an aside - if you chop the tags off a Necromunda bulkhead's top and glue a piece of lolly stick to the top they match almost exactly, so that gives you even more textures to work with.
My evil plan is to print out a whole lot of PDF terrain, and letting the players take and build as they see fit - and letting them keep any builds, if they want.
When Platform Command was brand new and shiny, I built a piece of Necromunda terrain that was four foot on a side, and two and a half feet tall, doing it in an amazingly short time....
It was only after I slowed down that I realized that I was also running a fever, and had entered what I can only call a state of creative dementia....
Nice build, and it saw use for several years - then got taken over by a small horde of children, and died a slow, but happy, death.
I would really like to see Kickstarter projects consisting of MDF structures + texture printsheets bundles, so instead of very underwhelming spray "painted" MDF tables we could see a boom of AuldGrump like "textured" MDF tables. It is perfectly doable and as those printsheets could be delivered as PDFs and not printouts, this could be quite cheap.
nou wrote: I would really like to see Kickstarter projects consisting of MDF structures + texture printsheets bundles, so instead of very underwhelming spray "painted" MDF tables we could see a boom of AuldGrump like "textured" MDF tables. It is perfectly doable and as those printsheets could be delivered as PDFs and not printouts, this could be quite cheap.
Would be a cool idea. i know some one did a magnetic table system of 1x1 squares that does basically that for a tables base. would be too to have mdf buildings that have slots for standardized building parts like arched windows or panel details.
I've been waiting on this guy over at promethium forge to finish his kickstarter fulfillment, it's right on the nose for the old stuff and looks nice for mdf.
I know he tossed some additional railings into the ks boxes, I'm wondering if they'll make it into production.
And about this "5 inches per level" problem of Sector Mechanicus, my personal solution is to simply make "mid-levels" by cutting/remodeling some of those supports and ladders. Some parts of those sets are already half-height. It isn't cheap, but I like aesthetics of Sector Mechanicus the most of all comercially available alternatives and doing Necromunda terrain from scratch is A LOT of work, especially to match GW standards of detail...
The MDF stairs done up by MicroArt(?) for Infinity nicely match with the raised walkways of the industrial terrain IIRC. We used both kits for a single table and it worked well enough without things looking wobbly or unstable.
I have a bunch of this stuff I got for Space Hulk which is plastic, relatively cheap, and can probably be repurposed for Necromunda. I'm not 100% sure it isn't a zombie website at this point though, so I'd email them before you try to order if you're interested.
ecurtz wrote: I have a bunch of this stuff I got for Space Hulk which is plastic, relatively cheap, and can probably be repurposed for Necromunda. I'm not 100% sure it isn't a zombie website at this point though, so I'd email them before you try to order if you're interested.
Mad Doc Grotsnik wrote: How does it hold up to repeated assembly and disassembly? I ask because I've never worked with MDF terrain (aesthetics put me off, but necessity, as already covered)
Most MDF terrain I've seen needs to be glued together. Its not designed to assemble and disassemble back into the original, flat components for each game. It would probably be easy enough to split a set into several subassemblies for easier transport and storage, but only to a point.
nou wrote: I would really like to see Kickstarter projects consisting of MDF structures + texture printsheets bundles, so instead of very underwhelming spray "painted" MDF tables we could see a boom of AuldGrump like "textured" MDF tables. It is perfectly doable and as those printsheets could be delivered as PDFs and not printouts, this could be quite cheap.
There was a KS not too long ago that did something similar for historical buildings (IIRC, it was fro 28mm WWII). MDF buildings with printed surfaces that the customer glued on after assembling the MDF kit. No reason it could not work for scifi terrain, too.
Yes please definitely start a Newcromunda terrain resource thread in the GW Specialist subforum. All this great info will be lost once a new round of news about Newcromunda comes our way. Best preserve it in its own thread elsewhere.