JohnnyHell wrote: If you want to make straight walls skip the hot wire cutter and just use a snapoff blade knife carefully. A cutter will wiggle around.
There are table saw style hot wire setups with guide rails and stuff.
lord_blackfang wrote: My plan is to get a hot wire cutter (30 quid) and make the walls (also corresponding to the tiles) from 2" foam (more or less free).
I made these for my Thousand Sons to fight over, and I'm planning on using them for Necromunda too.
lord_blackfang wrote: My plan is to get a hot wire cutter (30 quid) and make the walls (also corresponding to the tiles) from 2" foam (more or less free).
I made these for my Thousand Sons to fight over, and I'm planning on using them for Necromunda too.
That's ace! I take it they are modular? Do you have more pics? I have a set of 4 2X2 boards with modular sewers running across them, and industrial wasteland themed structures that sit on the raised sections. With walkways (which i definitely need to build more of) spanning both the sewers and the buildings above they look great. I'm planning on using the card tiles from the box to represent the indoors of the structures. I will post pics when I get an opportunity.
Sorry to those frustrated by criticism of the game. I personally think it was valid and that this is an appropriate place to present negative feedback. If I had held off on buying the box, personally reading this thread would have informed my decision on whether to buy it or not. Staggered release of gang rules is one thing, but as I say, what you get in the box rules wise feels frustratingly incomplete and I want anyone on the fence to know that. It's not just whining.
Having said that, I feel that the review (negative or otherwise) of the initial box has been about covered, and I'm totally up for putting any disagreements on the above aside and get on to discussing people's plans and ideas for the game
So, I haven't been following this as much as I wanted to ... so how does the game play right out of the box? Is it like just a 2D game where you move and count up spaces for range when you shoot, or do you still measure anything? Is it fun? I have lots of terrain I could use but just curious about what the base game is like just on it's own?
Oh and if you played both, what do you prefer, this or Shadespire?
Necros wrote: So, I haven't been following this as much as I wanted to ... so how does the game play right out of the box? Is it like just a 2D game where you move and count up spaces for range when you shoot, or do you still measure anything? Is it fun? I have lots of terrain I could use but just curious about what the base game is like just on it's own?
It's really a normal game of Necromunda except you have to imagine the walls and there's nothing to climb. It's good.
Necros wrote: So, I haven't been following this as much as I wanted to ... so how does the game play right out of the box? Is it like just a 2D game where you move and count up spaces for range when you shoot, or do you still measure anything? Is it fun? I have lots of terrain I could use but just curious about what the base game is like just on it's own?
Oh and if you played both, what do you prefer, this or Shadespire?
It’s not a board game, think of the tiles more as a template or game mat you can configure with scatter terrain to create lots of cool tunnel network/zone mortalis battles. They are a really good idea. I’m going to make mine some 3d walls.
Played 3 small games with custom gangs and really enjoyed the games so far.
I’ve drawn out a campaign map on a white board for me n the misses to fight over territory.
haha...oh man, I've been looking at orks and assorted power armoured dudes for too long - I finally got to see the gang sprues in-person, and man they look so tiny and detailed!
lord_blackfang wrote: My plan is to get a hot wire cutter (30 quid) and make the walls (also corresponding to the tiles) from 2" foam (more or less free).
I made these for my Thousand Sons to fight over, and I'm planning on using them for Necromunda too.
That's ace! I take it they are modular? Do you have more pics? I have a set of 4 2X2 boards with modular sewers running across them, and industrial wasteland themed structures that sit on the raised sections. With walkways (which i definitely need to build more of) spanning both the sewers and the buildings above they look great. I'm planning on using the card tiles from the box to represent the indoors of the structures. I will post pics when I get an opportunity.
I finished 8 out of the 16 tiles, and I'm actually planning on doing the rest today.
lord_blackfang wrote: My plan is to get a hot wire cutter (30 quid) and make the walls (also corresponding to the tiles) from 2" foam (more or less free).
I made these for my Thousand Sons to fight over, and I'm planning on using them for Necromunda too.
That's ace! I take it they are modular? Do you have more pics? I have a set of 4 2X2 boards with modular sewers running across them, and industrial wasteland themed structures that sit on the raised sections. With walkways (which i definitely need to build more of) spanning both the sewers and the buildings above they look great. I'm planning on using the card tiles from the box to represent the indoors of the structures. I will post pics when I get an opportunity.
I finished 8 out of the 16 tiles, and I'm actually planning on doing the rest today.
Necros wrote: So, I haven't been following this as much as I wanted to ... so how does the game play right out of the box? Is it like just a 2D game where you move and count up spaces for range when you shoot, or do you still measure anything? Is it fun? I have lots of terrain I could use but just curious about what the base game is like just on it's own?
Oh and if you played both, what do you prefer, this or Shadespire?
It’s not a board game, think of the tiles more as a template or game mat you can configure with scatter terrain to create lots of cool tunnel network/zone mortalis battles. They are a really good idea. I’m going to make mine some 3d walls.
Played 3 small games with custom gangs and really enjoyed the games so far.
I’ve drawn out a campaign map on a white board for me n the misses to fight over territory.
That depends on your definition of board game - it is just as much a board game as the old Warhammer Quest or Space Hulk.
It is more of a board game than Deadzone, at least fresh out of the box. (Less of a board game than Deadzone when you add Gang War.)
It is less of a board game than Clue or Monopoly.
It has a board, comprised of cardboard tiles, and you play the game on it.
Unless you don't use the board.
So, just call it a 'game' and have done, if the term board game annoys you. It is as much a board game as each group makes it.
Until the rules are more complete, we are going to play Oldcromunda - but the minis are definitely being used.
This has nothing to do with whether the rules are bad, merely that they are not complete enough for our group, yet.
So far our sign up sheet has - two Goliath players (both from the SCA, both fighting Heavy List... I spy a pattern), three Escher (one male player, two female player - the male and one of the female players using TGotG miniatures - the male player at least will be adding official minis as well), one Redemptionist (with another likely), one Van Saar (me - using Victoria Miniatures), one duLaque (using Heresy Trenchcoat gangers - but planning to add the plastics when they come out), one Ratskin, one Scavie. No Orlocks or Cawdor yet. Spyre gangs are banned, by general consent.
The duLaque player is really looking forward to seeing Genestealer Cult rules in Newcromunda - it is possible that his gang has been... corrupted. (He already has the Wargame Exclusive Genestealer limo....)
A possible Ork player - she kicked everyone's arses in GorkaMorka, and there are the old rules for them in Necromunda.
If nothing else - GW will be selling a bunch of plastics to a bunch of gamers - many of them coming back after a long hiatus.
The Auld Grump - my wife is the female with the TGotG Jailbirds for her Escher.
Necros wrote: So, I haven't been following this as much as I wanted to ... so how does the game play right out of the box? Is it like just a 2D game where you move and count up spaces for range when you shoot, or do you still measure anything? Is it fun? I have lots of terrain I could use but just curious about what the base game is like just on it's own?
Oh and if you played both, what do you prefer, this or Shadespire?
It’s not a board game, think of the tiles more as a template or game mat you can configure with scatter terrain to create lots of cool tunnel network/zone mortalis battles. They are a really good idea. I’m going to make mine some 3d walls.
Played 3 small games with custom gangs and really enjoyed the games so far.
I’ve drawn out a campaign map on a white board for me n the misses to fight over territory.
That depends on your definition of board game - it is just as much a board game as the old Warhammer Quest or Space Hulk.
...
It has a board, comprised of cardboard tiles, and you play the game on it.
Unless you don't use the board.
Going to disagree firmly with this, on the basis of the emphasised phrase - a board game is a game that is intended to be played *on the board provided*, that's its defining quality. The "board" in Underhive is merely a 2-dimensional representation of the Zone Mortalis terrain tiles, and, more broadly, of an arrangement of corridors and bulkheads laid out across a single tier. Nothing about the boards is required to play Underhive, there are no unique mechanics tied inherently into the provided tileset, and using the "proper" ZM tiles or indeed any similar home made or 3rd party approximation doesn't change the gameplay in any way whatsoever.
It's not a case of being annoyed by the term, it's a case of being accurate for the sake of potential new players who might read some of these comments and get the wrong impression - "boardgame" is a term that carries a lot of baggage with it, so if it's not appropriate it shouldn't be used.
Cool, it looked like they were trying to make it be like a game where you use the board with spaces for movement like Shadespire.
trying to decide which one I want to get, both games look great. I loved old Necromunda and the idea of building a gang and watching them grow, but on the other hand I also like Shadespire's simpler approach where everything you need for a gang is included, like it feels more balanced that way. I'd love to get both, but I'll probably end up with necromunda.
I think you'll be happier with Necromunda, especially from a hobby/ modeling standpoint.
Shadespire was built and painted within a week, played a couple times... and shelved for the time being as none of the factions were ones any of us were really into.
With Necromunda we've been constantly tinkering with what to build, what to convert, how to paint it... probably more time has been spent on the hobby aspect for us than the actual game (which sadly is NONE so far).
Do you need to get the boxed set, or are all game rules also in that gang war book? I don't know if I need a goliath or esher gang, as much as I like the new models, I have a delaque gang burried somewhere in my closet and I have plenty of terrain from mantic battlezones that should work for me.. plus 2 sets worth of the original game stored at my club host's basement
Necros wrote: Do you need to get the boxed set, or are all game rules also in that gang war book? I don't know if I need a goliath or esher gang, as much as I like the new models, I have a delaque gang burried somewhere in my closet and I have plenty of terrain from mantic battlezones that should work for me.. plus 2 sets worth of the original game stored at my club host's basement
You can't play with just the rules from Gang War. It contains only campaign rules and a few pages on how to introduce up/down into the game.
The core box has the core rules and you can actually play it as a self-contained campaign as written (pre-generated gangs and 6 missions that can be linked).
You don't need to restrict yourself to using exactly the gangs as presented in Underhive - the boxed game itself includes rules for recruiting and arming your fighters as you see fit.
Necros wrote: So, I haven't been following this as much as I wanted to ... so how does the game play right out of the box? Is it like just a 2D game where you move and count up spaces for range when you shoot, or do you still measure anything? Is it fun? I have lots of terrain I could use but just curious about what the base game is like just on it's own?
Oh and if you played both, what do you prefer, this or Shadespire?
It’s not a board game, think of the tiles more as a template or game mat you can configure with scatter terrain to create lots of cool tunnel network/zone mortalis battles. They are a really good idea. I’m going to make mine some 3d walls.
Played 3 small games with custom gangs and really enjoyed the games so far.
I’ve drawn out a campaign map on a white board for me n the misses to fight over territory.
That depends on your definition of board game - it is just as much a board game as the old Warhammer Quest or Space Hulk.
...
It has a board, comprised of cardboard tiles, and you play the game on it.
Unless you don't use the board.
Going to disagree firmly with this, on the basis of the emphasised phrase - a board game is a game that is intended to be played *on the board provided*, that's its defining quality. The "board" in Underhive is merely a 2-dimensional representation of the Zone Mortalis terrain tiles, and, more broadly, of an arrangement of corridors and bulkheads laid out across a single tier. Nothing about the boards is required to play Underhive, there are no unique mechanics tied inherently into the provided tileset, and using the "proper" ZM tiles or indeed any similar home made or 3rd party approximation doesn't change the gameplay in any way whatsoever.
It's not a case of being annoyed by the term, it's a case of being accurate for the sake of potential new players who might read some of these comments and get the wrong impression - "boardgame" is a term that carries a lot of baggage with it, so if it's not appropriate it shouldn't be used.
And the board in Warhammer Quest is just a 2D representation of a dungeon. The pieces can be rearranged.
The board in Zombicide is a 2D representation of a city. The pieces can be rearranged.
The board in Robo Rally is a 2D representation of a factory. The pieces can be rearranged.
The 3D terrain in Deadzone is a 3D representation of a combat zone.
All were marketed and sold as board games - even the one that actually has 3D terrain!
.
Your point... is pointless.
Straight from the box, Underhive is... a board game.
The core box has the core rules and you can actually play it as a self-contained campaign as written (pre-generated gangs and 6 missions that can be linked).
...but no, the box game and core rules does not include campaign.
AndrewGPaul wrote: You don't need to restrict yourself to using exactly the gangs as presented in Underhive - the boxed game itself includes rules for recruiting and arming your fighters as you see fit.
... and nothing of Necromunda so far allows you to arming your fighters as you see fit.
Rolsheen wrote: So do we have any "News & Rumours" about Necromunda or is it just countless pages of people complaining about the schedule, how many books they've got to get, the playability. Take all that gak to a discussion forum so people who want to play the game don't have to read through all that nonsense to find a nugget of actual information
I think its well past time for the admins to start deleting OT posts from this thread, before it just gets locked all together. :(
Necros wrote: So, I haven't been following this as much as I wanted to ... so how does the game play right out of the box? Is it like just a 2D game where you move and count up spaces for range when you shoot, or do you still measure anything? Is it fun? I have lots of terrain I could use but just curious about what the base game is like just on it's own?
Oh and if you played both, what do you prefer, this or Shadespire?
It’s not a board game, think of the tiles more as a template or game mat you can configure with scatter terrain to create lots of cool tunnel network/zone mortalis battles. They are a really good idea. I’m going to make mine some 3d walls.
Played 3 small games with custom gangs and really enjoyed the games so far.
I’ve drawn out a campaign map on a white board for me n the misses to fight over territory.
That depends on your definition of board game - it is just as much a board game as the old Warhammer Quest or Space Hulk.
...
It has a board, comprised of cardboard tiles, and you play the game on it.
Unless you don't use the board.
Going to disagree firmly with this, on the basis of the emphasised phrase - a board game is a game that is intended to be played *on the board provided*, that's its defining quality. The "board" in Underhive is merely a 2-dimensional representation of the Zone Mortalis terrain tiles, and, more broadly, of an arrangement of corridors and bulkheads laid out across a single tier. Nothing about the boards is required to play Underhive, there are no unique mechanics tied inherently into the provided tileset, and using the "proper" ZM tiles or indeed any similar home made or 3rd party approximation doesn't change the gameplay in any way whatsoever.
It's not a case of being annoyed by the term, it's a case of being accurate for the sake of potential new players who might read some of these comments and get the wrong impression - "boardgame" is a term that carries a lot of baggage with it, so if it's not appropriate it shouldn't be used.
And the board in Warhammer Quest is just a 2D representation of a dungeon. The pieces can be rearranged.
The board in Zombicide is a 2D representation of a city. The pieces can be rearranged.
The board in Robo Rally is a 2D representation of a factory. The pieces can be rearranged.
The 3D terrain in Deadzone is a 3D representation of a combat zone.
All were marketed and sold as board games - even the one that actually has 3D terrain!
.
Your point... is pointless.
Straight from the box, Underhive is... a board game.
And there is nothing wrong with board games.
The Auld Grump
You're just wrong, I'm not backing off on this one. In order to qualify as a board game the actual board has to be an integral part of the gameplay, that's literally what a boardgame is. Not *only* a representation of something, but a key part of the mechanics.
You don't use the board to determine movement. You don't use the board to determine range. There are no mechanics tied intrinsically to the board itself. The board only exists as a cheap/compact play surface. Ergo, not a boardgame. To illustrate - by your ludicrously broad definition of what constitutes a boardgame, playing 40K on the Moon Base Klauisus carboard tiles would make 40K a boardgame.
You don't use the board to determine movement. You don't use the board to determine range. There are no mechanics tied intrinsically to the board itself.
The board defines the boundries of movement of the game pieces.
But you can equally well use any playing surface you like - the tiles provide one method of depicting an Underhive environment, but not the only one. I can't think of any board games that you can play without the board.
A question for those who ordered the Beastman from Forge World and nothing else: did it come in a small box or a padded envelope? I'm kinda tempted to order one up for myself this week, but seeing as how crappy the parcel services are around here with mail from the UK..
A question for those who ordered the Beastman from Forge World and nothing else: did it come in a small box or a padded envelope? I'm kinda tempted to order one up for myself this week, but seeing as how crappy the parcel services are around here with mail from the UK..
I have never gotten anything in a padded envelope from forgeworld. Even small orders come in boxes.
A question for those who ordered the Beastman from Forge World and nothing else: did it come in a small box or a padded envelope? I'm kinda tempted to order one up for myself this week, but seeing as how crappy the parcel services are around here with mail from the UK..
I'd rather get a good one from the getgo instead of having to jump through the (improved) hoops of FW's customer services.
I decided to order one, he'll make a fine addition to either gang, though probably for the Escher, as they may need an extra hand against team Beefhammer.
A question for those who ordered the Beastman from Forge World and nothing else: did it come in a small box or a padded envelope? I'm kinda tempted to order one up for myself this week, but seeing as how crappy the parcel services are around here with mail from the UK..
Mine came in one of those plastic blisters replete with a cardboard box. Lovely model.
Necros wrote: So, I haven't been following this as much as I wanted to ... so how does the game play right out of the box? Is it like just a 2D game where you move and count up spaces for range when you shoot, or do you still measure anything? Is it fun? I have lots of terrain I could use but just curious about what the base game is like just on it's own?
Oh and if you played both, what do you prefer, this or Shadespire?
With the product in hand, honestly,. you might just want to wait for those obligatory extra books and snacks that are going to be available pretty soon-ish. The boxed set is a starter, with 2 standard fixed gangs. You use the box to learn how to play, then you add on the gang war, and the additional materials that are ongoing to get stuck in on the table, and add in the scenery.
The "Board" is loose. You play like you used to, but that board is on par as if you played like we used to with the Space Hulk tiles. Don't forget your obligatory Rat Ogers, the snotling bases, the genestealer cultists, the Scaveys, and Zombies, as well as your loot and crate markers... One thing that's cool now is that we have all of these additional figures to add to the mix. Cultist gang I see in the future, as well as extra new guys as the game continues to put out the books. ( You are going to need the 2 ring binder, again...)
If you have your old stuff, your ok with that. And for the record, the new figures are ass-tastic.
1: is the FW beastman limited edition? I don't think it is but just in case, would rather know than miss, I intended to wait to order along with the items in the next q -
2: Do the new mercenaries recently previewed have a release window?
3: Will this game be very WYSIWYG? It seems to me the nature of the game makes wysiwyg very difficult, if you are meant to update individual models as you go. Is there any indication on how that will work?
AndrewGPaul wrote: But you can equally well use any playing surface you like - the tiles provide one method of depicting an Underhive environment, but not the only one. I can't think of any board games that you can play without the board.
Again - Warhammer Quest - which I have run without a board, and Deadzone - which needs a grid, but can be played just fine without a board.
For that matter, many RPGs these days use grids - and could be played as board games in that regard.
Heck, in many ways the board games for 4th edition D&D used the mechanics better than the RPG they were based on.
Which is why I am saying that calling something a board game - as a disparagement - is a false dichotomy.
Played as described in the box, the term board game fits Underhive as well as any other - and that is not a bad thing.
Board games can seem like an easier introduction to the hobby - even when the board is merely a convenience for marketing. (Which is the case for Underhive, Deadzone, and Mars Attacks.)
Grids, in both RPGs and board games, are a convenience - and nothing more in many cases. And having those grids preprinted on a bit of card makes lif easier.
But - just for clarification - I am using the term board game in reference to Underhive to defend why the game is packaged the way it is. Turning it into a board game or a board game-like game makes it easier to introduce folks to the game. As an experienced gamer, I would have preferred having the rules for 3D terrain in the box - not as a $30 supplement.
But I do understand some of the thinking that went into that decision.
Warhammer Quest included the rules book needed to run the game as an RPG, yet the boxed game was sold as a board game. (And I love Warhammer Quest.)
On the flip side - I have played Jutland as a board game - and that is originally a miniatures game. (From Avalon Hill - a company that I still miss.)
The lines between board game, miniatures game, and role playing game can be a lot blurrier than some folks allow for.
Mighty Empires can be viewed as a board game used to determine when and where a miniatures game is set.
1: is the FW beastman limited edition? I don't think it is but just in case, would rather know than miss, I intended to wait to order along with the items in the next q -
2: Do the new mercenaries recently previewed have a release window?
3: Will this game be very WYSIWYG? It seems to me the nature of the game makes wysiwyg very difficult, if you are meant to update individual models as you go. Is there any indication on how that will work?
Tip from me, get the guy as soon as possible. "Necromunda" is funny like that, and not in a HaHa sort of way.
Those mercs are upcoming, expect to hear more in the next month or two. ( Father Christmas, I want a Heavy Bolter for my Eschers, this time around...)
The game is WYSWYG, unless it is that two gang starter, then it is as played. they have additional stat card crap, and dice, but you can use the old gang roster just as well. There are added cards for crap like Blood Bowl, with events/ bonuses, types of things.
It is Necromunda. Expect it to be a land grab.
Old Necromunda stuff is still relevant.
You can play on the boards added, or do what I used to do and play on Spacehulk tiles, and for laughs make your players pay for flashlights, and then add in gimmicks, such as Old Hank bought a flashlight, but it is broken, or one with a batteries that go out randomly, and also to start people out with 2-3 inch sight, etc..... Boobie traps, etc...
We have to remember, THIS iteration is for new players/ returning players. The rules have some add ons, but not that many, so if you are an old player, you can get in the fight, right away with what you have.
I'll probably be picking up the second edition figures, as well, so it is going to be a busy year for Necromunda for me.
Of all of the GW games, THIS game was always one of the best for everyone across the board. New players could get a few figures, and get right in, Old players could get the new ones on line, and this was by far the least non D Bag game, aside from Blood Bowl in low level of stress.
1: is the FW beastman limited edition? I don't think it is but just in case, would rather know than miss, I intended to wait to order along with the items in the next q -
2: Do the new mercenaries recently previewed have a release window?
3: Will this game be very WYSIWYG? It seems to me the nature of the game makes wysiwyg very difficult, if you are meant to update individual models as you go. Is there any indication on how that will work?
Thx
1. No, he’s a full release.
2. Q1 2018, alongside Gang War II and the Orlock Gang.
3. Guns are absolutely WYSIWYG but random equipment like respirators or grenades is more flexible. The standard rules however do not allow you to change the gear on a basic ganger much or at all, whereas Champions and Leaders may have several fixed load-outs that you can swap between, each with its own model.
A question for those who ordered the Beastman from Forge World and nothing else: did it come in a small box or a padded envelope? I'm kinda tempted to order one up for myself this week, but seeing as how crappy the parcel services are around here with mail from the UK..
Mine came in one of the standard blister packs, inside one of their usual small cardboard boxes (further padded with a Forge World catalogue )
I get that the 'grungy' look fits the theme of Necromunda, but the distressed gray background texture with text on top, in the print and digital publications, is one of the worst design decisions GW has ever made. That is a first semester graphic design error, really surprised that made it through the proofing process.
I think the stuff used in the battle report was personal stuff, not studio... yeah the terrain was noticeably lackluster in paint, quickie job. That being said, I've seen far, far worse.
Dr Mathias wrote: I get that the 'grungy' look fits the theme of Necromunda, but the distressed gray background texture with text on top, in the print and digital publications, is one of the worst design decisions GW has ever made. That is a first semester graphic design error, really surprised that made it through the proofing process.
Hm, what’s the problem with it? I don’t have any problems reading it, the background is light enough that it doesn’t impact readability.
AndrewGPaul wrote: Or you could just restrict yourself to equipping fighters with weapons you have a suitable model for. That's what I always did.
Ditto.
Back in the day there was no real point to taking Autoguns, and Lasguns were just better. Still, I had two Delaque models with Autoguns, so I either didn't use them, or when I did they had Autoguns.
Dr Mathias wrote: I get that the 'grungy' look fits the theme of Necromunda, but the distressed gray background texture with text on top, in the print and digital publications, is one of the worst design decisions GW has ever made.
Yeah, I agree the pages are not very inviting to me due to this. I often try to squeeze in some reading while waiting in various low-light settings but I struggle doing that with this book.
WYSIWYG won’t be a problem because you can’t ever remove weapons from a Ganger or Juve, only add, and each model can carry max three weapons. So you’ll never have to take weapons off, but might have to glue a new one to their back or hip or something. Champions and Leaders on the other hand CAN have alternate load outs, each represented by a separate card and a separate model. I imagine this was done to try and solve the WYSIWYG problem (some players would tediously remove and convert new weapons, others would be stuck with what they had) with in-game system to level the playing field.
On Thursday, we’re starting the day at 4:00 pm, speaking with Andy Hoare about the future of Necromunda, including a look at the recently revealed Orlocks and Hired Guns
If someone can watch the twitch and write here the important things, it would be great
Hm, what’s the problem with it? I don’t have any problems reading it, the background is light enough that it doesn’t impact readability.
A common rule in typography is that you don't use 'body' text over a 30% or more gray tonality, or a textured background- Necromunda does both. Poor contrast does affect the general population's readability, and there are numerous guidelines in various institutions (FDA and Post Office for example) to address this. I believe the US Dept. of Education recently laid out new ADA accommodations regarding visual layout as well (or they're preparing to).
Games Workshop even recognized it- look at the small text on the bottom of the page- the designer had to add a soft stroke or outer glow to make it more visible, and even then it's a poor job.
It's good that you don't have any perception issues- I find it pretty unpleasant to look at. My criticism is mostly because it was not necessary- it certainly doesn't help legibility.
Bluebeard wrote: I was actually wondering, how are you supposed to deal with WYSIWYG?
Should you have a model with every weapon just in case?
Every weapon no.
Let's say you want to play shooty. Pick a gang which has skill access that suits shooting. Model most of them up with appropriate guns and weaponry. Maybe a few miniatures with close combat weapons. Each time you play with that gang, you buy those weapons the models have. Want variety? Keep a few extra models available with alternative loadouts. Maybe a heavy with a different heavy weapon. Or a few extra models with close combat weapons in case you want to switch focus.
Want to play close and brutal? Pick a different gang that has skill access suitable for that purpose. Model most of them with close combat weapons, maybe a few with guns and long range weapons. Same goes here, make a few spare miniatures to add variety.
I will never convert or re-paint a model once it is done. There's too much sprues and unpainted models to allow for that.
Hm, what’s the problem with it? I don’t have any problems reading it, the background is light enough that it doesn’t impact readability.
A common rule in typography is that you don't use 'body' text over a 30% or more gray tonality, or a textured background- Necromunda does both. Poor contrast does affect the general population's readability, and there are numerous guidelines in various institutions (FDA and Post Office for example) to address this. I believe the US Dept. of Education recently laid out new ADA accommodations regarding visual layout as well (or they're preparing to).
Games Workshop even recognized it- look at the small text on the bottom of the page- the designer had to add a soft stroke or outer glow to make it more visible, and even then it's a poor job.
It's good that you don't have any perception issues- I find it pretty unpleasant to look at. My criticism is mostly because it was not necessary- it certainly doesn't help legibility.
I can read the Underhive rules, but it's annoying and gives me a headache if I read them for too long.
Suffice it to say, I'm not a fan of their graphic design in this particular case.
I've played the new game once when it came out and we used the two default gangs with the default gear. But, can't you make new gangs from the ground up? Like, can't you customize exactly what each person has? I thought that was a possibility.
Davespil wrote: I've played the new game once when it came out and we used the two default gangs with the default gear. But, can't you make new gangs from the ground up? Like, can't you customize exactly what each person has? I thought that was a possibility.
Sure. You can build the models with whatever is in the kits as long as you observe the constraints (e.g., 3 weapons max/model).
We built ours using the default gangs because, frankly, it made it easier.
Played about 3 demo game turns with 4 models each this Saturday and realized we very much need to read the books including Gang War a lot more.
On the Twitch channel last Thursday they had pages from gang war 2 - which included a lot of the rules for hired guns, scum and hangers on. I was only watching on my phone, bit I'm sure some enterprising chap could get the screenshots
The hired guns seem to be very flexible - and the sculpts we have already seen will each come with a predefined character you may or may not want to use.
Andy talked through some of the rules for the new tiles, they each have various hazards on them (some are just black because the lighting has failed)
Confirmed again that when the full trading post is implemented everyone will have access to basically every weapon under the sun
Talked about how the legacy weapons were intentionally weaker so they don't dominate - the example used was that when the Orlocks come the stubber will be Rapid 2 (thankfully)
The Orlocks were said to have very reliable guns, so seems likely that will figure in their rules.
They have the same connector to the head as the GS cult conversion set, so it's easy to use them with that. (House Mawlock, top pun)
Specifically mentioned the Brat gangs as something he put in the background because he wants them to get made at some point
Thanks for sharing, some good bits of info in there!
I especially like the idea of giving the Beastman all the guns and blades he's carrying, if you can go all the way, you should go all the way and let him carry your gang.
Bear in mind he's 235 credits as it is - add the rest of his gear and he'll be even pricer. It looks like you need to pay that full cost each game (not like the old game where you paid a fifth of a hired gun's rating each game).
Vorian wrote: Remember that the economy of the game is totally different now though. You aren't having to put your income through that table anymore.
You're also not earning nearly as much raw credits though. Andy said people tended to get wealthy quickly during their playtesting, but tbh I'm not sure how given only the Boss and your Champions can work territories, and only if they're not in Recovery. Maybe if you keep all your "heroes" alive every game and roll really well on the dice, but by the time a normal average-luck player has enough in the bank that 200+ credits per-game isn't a big deal to them it'll be the tail end of a campaign and the need to "fill gaps" in your lineup with a tooled-up BH will be much reduced. That's my reading anyway, but hey maybe their playtest version is the "proper" version of the game we won't get access to until the end of next year and things play out differently when you have all the options available.
I've been too busy getting all my scenery cut up and stuck together to properly commit the campaign rules to memory to be honest, but don't you get turf size x10 credits + special territoriesthat are worked + gangers can carry out an action to get more income?
Davespil wrote: I've played the new game once when it came out and we used the two default gangs with the default gear. But, can't you make new gangs from the ground up? Like, can't you customize exactly what each person has? I thought that was a possibility.
That is not only a possibility but a requirement for a game called Necromunda. It is the core functionality.
Vorian wrote: I've been too busy getting all my scenery cut up and stuck together to properly commit the campaign rules to memory to be honest, but don't you get turf size x10 credits + special territoriesthat are worked + gangers can carry out an action to get more income?
You do, but if you use your post-battle actions on getting additional(D6x10) credits you can't visit the trading post, sell captives, or escort injured gangers to the doc. Additionally, in all but a few cases having your own Gangers work special territories is monumentally daft considering the risk/reward - the Chem-Pit for example has a 50/50 chance of landing the Ganger with a Lasting Injury roll and you might get as little as 20 credits even if you succeed. Working specials is for captured enemies unless you're either *incredibly* desperate, or already so flush with creds that you can afford to buy "disposable" Gangers without gear.
So aye, I stand by my assessment - outside of spectacular luck, you're going to be well into the latter half of a campaign before anyone's making the sort of credits necessary to cover 200+ credits per-game on top of all their usual expenses.
Well, take a starter Escher gang : a leader, 2 champions, 2 juves and 9 gangers with a lasgun.
That's an average of 315 just if your gangers get sent out. Compare that to sub 100 hauls that even mature gangs used to get.
I'm not saying spending 200+ on a hired gun round after round is a sensible option - just like spending 35 credits on a bounty hunter round after round in the old game wasn't a great idea.
The increase in fee is just not as massive as it first appears because creds are easier to come by.
Vorian wrote: Well, take a starter Escher gang : a leader, 2 champions, 2 juves and 9 gangers with a lasgun.
That's an average of 315 just if your gangers get sent out. Compare that to sub 100 hauls that even mature gangs used to get.
I'm not saying spending 200+ on a hired gun round after round is a sensible option - just like spending 35 credits on a bounty hunter round after round in the old game wasn't a great idea.
The increase in fee is just not as massive as it first appears because creds are easier to come by.
If you're working your territories with your own gangers then half of them are going to end up injured and you're going to have to replace one every couple of games. And where are you getting 315 from out of interest?
Chopstick wrote: Either the hired gun fee is their value divided by 5 for 1 battle, or you pay the full price but they stay until they're OOA/injured
I'm more curious on which of these "hired character" will get a plastic release. BB have plastic Ogre and Troll, no way Necromunda wouldn't get some
All Blood Bowl hired guns (Star Players) are resin from Forge world. A heavy in BB (Ogre, Troll) is more similar to a heavy in Necromunda, a permanent member.
Chopstick wrote: Either the hired gun fee is their value divided by 5 for 1 battle, or you pay the full price but they stay until they're OOA/injured
Definitely not the former, and I don't know where you got that idea. Nothing in the Underhive box, Gang War or the previewed pages of Gang War 2 imply any such thing. Could be the latter, although again, the previews of GW2 don't seem to support that IMO.
One of the first special characters released for Blood Bowl was Morg 'n' Thorg. He costs 430! This is not money you're supposed to save to to spend in one big bonus for a single game. This is an underedog bonus, a giant helping hand in the face of a much stronger opponent.
Why can't Hired Guns be the same? Underdog bonuses was key in balance of old Necromunda.
Was that something added in the 5th edition LRB? I'm sure anyone can hire a Star Player if they have the readies available.
In Necromunda Underhive, the underdog bonus is the Tactics cards. Scum are there to provide cheap bullet-catchers if you need more fighters for a mission, while Bounty Hunters are there to fill skill gaps in your gang.
Vorian wrote: Well, take a starter Escher gang : a leader, 2 champions, 2 juves and 9 gangers with a lasgun.
That's an average of 315 just if your gangers get sent out. Compare that to sub 100 hauls that even mature gangs used to get.
I'm not saying spending 200+ on a hired gun round after round is a sensible option - just like spending 35 credits on a bounty hunter round after round in the old game wasn't a great idea.
The increase in fee is just not as massive as it first appears because creds are easier to come by.
If you're working your territories with your own gangers then half of them are going to end up injured and you're going to have to replace one every couple of games. And where are you getting 315 from out of interest?
Ah, I was getting myself confused - I thought gangers could be dispatched for 1D6 x 10, but it's only Leaders and Champions - so it doesn't escalate until later.
A 200+ recruitment is quite high then. Hive scum are 30 + weapon costs?
AndrewGPaul wrote: Was that something added in the 5th edition LRB? I'm sure anyone can hire a Star Player if they have the readies available.
In Necromunda Underhive, the underdog bonus is the Tactics cards. Scum are there to provide cheap bullet-catchers if you need more fighters for a mission, while Bounty Hunters are there to fill skill gaps in your gang.
Anyone can hire a star player in BB but they cost way more than anyone would spend if you're spending from the treasury. You get extra money that can only be spent on temporary bonuses based on howuch of an underdog you are - that's the money that pays for star players.
A similar mechanism would make the costs we've seen for hired guns make sense.
Ok, those look really cool. I kind of want to start a gang now.
Especially a space biker gang. At first I thought they diverged a bit from the biker aesthetic, but nope, upon closer inspection they are still bikers like the old guys.
For those who ordered a Made to Order Necromunda novel or the like late last month, rejoice! I've just received a notification that it has been shipped.
January 2018 WD is a good issue with some proper content (2 pages of rules for Necromunda, 4 page-scenario Warhammer Quest Hammerhal, 6 pages Lord of the Rings, a 4-page conversion guide for Tau buildings, lots of painting guides) - a recommended purchase
Just bought a bunch of Cultists and GSC, was expecting some rule for them. :(
Doesn’t look like they are in next months either. Reports a few pages back hinted that at least one of them would be released around the same time as the next Gang Wars.
Is that calendar 2018 (1nd quarter being Apr-Jun) or financial (1st quarter being Jul-Sep)?
If you bought the models based on a vague promise of "next year", then you've got two options; return them ort sell them on and use the money for something else, or hold onto them. It's not like the plastic will go off.
I'm a bit disappointed that the loincloths are molded onto the legs. I have always hated that look and was hoping it would be easy to build them without. Oh well. Everything else about them is pretty awesome.
The “something” pistol might be a sawn-off shotgun — it’s a very “biker” type weapon.
But I’m not sure how you’d represent that in the rules… super short range, obviously maybe a low strength, good hit bonus at short range, and the flechette rule?
Anyway the other option is an Orlock laspistol; it doesn’t seem to have an ejection port or a magazine so that stubby thing sticking out the bottom could well be a cylindrical battery.
They should be really easy to turn into Western-style gunslingers, too. Cowboy hats and dusters and maybe some Skitarii rifles and they're a great posse for the plastic Inquisitor lady.
I don't know why they even include so many Stub guns, they're cheap but not much cheaper than an Auto or Laspistol, you can't even sell or replace them for non-champ/leader now so you'll be stuck with an inferior gun for throughout the campaign.
It would be great if they have a holstered Stub-gun bit to have the extra space for some more exotic weapon, like a Bolter, or Bolt pistol perharp. Dual wielding bolt pistol champion is infinitely cooler than dual wielding stub gun Juve.
Mr_Rose wrote: The “something” pistol might be a sawn-off shotgun — it’s a very “biker” type weapon.
That would be great. I was just thinking of how cool it would be to convert a dude to look like Mad Max. Maybe give someone a chainsword or something to look like Ashley Williams while I'm at it. Or duel wield shotguns for a Caleb expy. The conversion possibilities are endless.
I can see it being something like a shotgun pistol; basically a shorter range shotgun that goes in the pistol slot.
I don't know why they even include so many Stub guns, they're cheap but not much cheaper than an Auto or Laspistol, you can't even sell or replace them for non-champ/leader now so you'll be stuck with an inferior gun for throughout the campaign.
It would be great if they have a holstered Stub-gun bit to have the extra space for some more exotic weapon, like a Bolter, or Bolt pistol perharp. Dual wielding bolt pistol champion is infinitely cooler than dual wielding stub gun Juve.
I think they are pushing the Orlocks to be more of a close quarters / melee faction. Hence the brawn skill set instead of shooting, which is more for resilience / minor cqc buffs. Then again, they also have savant, which helps out with shooting as well so idk.
It would certainly explain why there are more shotguns and pistols than autoguns.
What ever it is, its on page 5. Also, by psychic trepanation do they mean that a psychic will telekinetically make a hole on your head, or they'll make a hole in your head and do psychic stuff?
I did make out the first word of what's behind the tape, and it appears to say Dramatis. Couldn't make out the second word, but I'm going to guess its Personae. Going by the format of the rest of the entries, it seems everything under it goes under it. So this Yar Umbra bloke is a Dramatis Personae.
Mr_Rose wrote: The “something” pistol might be a sawn-off shotgun — it’s a very “biker” type weapon.
But I’m not sure how you’d represent that in the rules… super short range, obviously maybe a low strength, good hit bonus at short range, and the flechette rule?
I can tell you with some certaintly that a sawn-off shotgun in Necromunda 2017 would have range 4"/8", Acc +2/-. S3, AP-, D1, Ammo 2+, Plentiful and Scattershot.
Only thing I don't like about the Orlock is how the weapons all look the same. Not so much style, but rather.. the autogun and shotgun are hard to distinguish, much like the various plasma incinerator types used by Hellblasters.
And yes, the sawn off shotgun stats have already been posted in the first Gang War book.
BrookM wrote: Only thing I don't like about the Orlock is how the weapons all look the same. Not so much style, but rather.. the autogun and shotgun are hard to distinguish, much like the various plasma incinerator types used by Hellblasters.
And yes, the sawn off shotgun stats have already been posted in the first Gang War book.
Huh so it is. And its not a pistol, so juves can't have it and even worse, you can't duel wield them I can't be the only guy who thinks duel wielding sawn off shotguns looks cool. Impractical irl, but still cool.
Mr_Rose wrote: The “something” pistol might be a sawn-off shotgun — it’s a very “biker” type weapon. But I’m not sure how you’d represent that in the rules… super short range, obviously maybe a low strength, good hit bonus at short range, and the flechette rule?
I can tell you with some certaintly that a sawn-off shotgun in Necromunda 2017 would have range 4"/8", Acc +2/-. S3, AP-, D1, Ammo 2+, Plentiful and Scattershot.
6+ ammo, actually. But its plentiful, so it doesn't really matter.
Single sprue weapons count:
2 x autoguns
3x combat shotguns
3x autopistols
4 x stub pistols
1 x sawed off shotgun
heavy stubber,
harpoon gun
powerfist
three knife hands
I don't know why they even include so many Stub guns, they're cheap but not much cheaper than an Auto or Laspistol, you can't even sell or replace them for non-champ/leader now so you'll be stuck with an inferior gun for throughout the campaign.
It would be great if they have a holstered Stub-gun bit to have the extra space for some more exotic weapon, like a Bolter, or Bolt pistol perharp. Dual wielding bolt pistol champion is infinitely cooler than dual wielding stub gun Juve.
I think they are pushing the Orlocks to be more of a close quarters / melee faction.
Hence the brawn skill set instead of shooting, which is more for resilience / minor cqc buffs.
Then again, they also have savant, which helps out with shooting as well so idk.
It would certainly explain why there are more shotguns and pistols than autoguns.
What ever it is, its on page 5. Also, by psychic trepanation do they mean that a psychic will telekinetically make a hole on your head, or they'll make a hole in your head and do psychic stuff?
I did make out the first word of what's behind the tape, and it appears to say Dramatis. Couldn't make out the second word, but I'm going to guess its Personae.
Going by the format of the rest of the entries, it seems everything under it goes under it.
So this Yar Umbra bloke is a Dramatis Personae.
Thought Orlocks got Ferocity, not Brawn. Certainly makes them more damage/pinning resistant but not necessarily melee orientated.
I don't know why they even include so many Stub guns, they're cheap but not much cheaper than an Auto or Laspistol, you can't even sell or replace them for non-champ/leader now so you'll be stuck with an inferior gun for throughout the campaign.
It would be great if they have a holstered Stub-gun bit to have the extra space for some more exotic weapon, like a Bolter, or Bolt pistol perharp. Dual wielding bolt pistol champion is infinitely cooler than dual wielding stub gun Juve.
I think they are pushing the Orlocks to be more of a close quarters / melee faction.
Hence the brawn skill set instead of shooting, which is more for resilience / minor cqc buffs.
Then again, they also have savant, which helps out with shooting as well so idk.
It would certainly explain why there are more shotguns and pistols than autoguns.
What ever it is, its on page 5. Also, by psychic trepanation do they mean that a psychic will telekinetically make a hole on your head, or they'll make a hole in your head and do psychic stuff?
I did make out the first word of what's behind the tape, and it appears to say Dramatis. Couldn't make out the second word, but I'm going to guess its Personae.
Going by the format of the rest of the entries, it seems everything under it goes under it.
So this Yar Umbra bloke is a Dramatis Personae.
Thought Orlocks got Ferocity, not Brawn. Certainly makes them more damage/pinning resistant but not necessarily melee orientated.
My mistake, I confused the two. I meant Ferocity. They do get brawn as a secondary skill, but champs and leaders will usually start with a Ferocity or a Savant skill.
So a named character, presumably already has a model made and the picture is on page 5.
It's a book with named bounty hunters. There's only two bounty hunter special characters out already that would be worth hiding for a big reveal.
Kal Jericho and possibly a re-imagining of Mad Donna (going by the Escher bounty hunter mentioned in the core rulebook who looks very much like her in all but name).
They are very unlikely to re-use old sculpts but the Kal Jericho one is actually reasonably big if memory serves and could slot right in to this scale.
Information on Facebook (Necromunda 2017 group) by a person who attended the Open Day.
Thomas wrote:Hey Guys, just got back from the WarhammerWorld Open Day , and got a lot of info, and thought I'd be nice and share it will you all.
Orlock models, dice,tactic cards,gang war 2, and the new tiles will be on sale/pre-order 2nd half of febuary.
of the six new named bounty hunters in GW2, 3 have finished models as already shown, the other three are in production.
regarding resin weapons kits, FW are going a little overboard (in a very good way). Eschers are getting three packs. each pack has different weapons to each other and will fully convert a 10 pack of minis. these will be roughly even mixes, I.E. half close range, half long ranged like the plastics. these are lots of new guns (needle pistols and rifles, flamers, plasma guns, melta guns, 2 different heavy stubbers were all named) and some variants of existing ones (right or left handed versions of weapons on plastic). most if not all weapons in these packs will be added to the gangs 'house lists'. Goliaths and orlocks have several packs each in the works as well. These weapons kits will start being seen at the HH/N weekender next month, and one or two MIGHT be on limited sale there, if they get production on time.
the mystery of 'page 5' is that it is a piece of artwork, containing MAJOR SPOILERS for an upcoming release, a section of the 'named characters' section in the back of the book is also blocked out as well and is the same spoiler.
the three WD gangs are expected to be all out by summer, the articles are all written, but final scheduling is up to the WD team rather than specialist games, and SG wouldn't be drawn on issues or order as WD might change it due to reasons. quick recap, these WD gangs are a genestealer cult Neophyte gang, chaos cults, and a bounty hunters gang.
Gang War 3 will be out in the summer, alongside the 4th house (no confirmation of which house it will be, and don't believe anyone who says otherwise). GW3 will have new scenarios, characters and a massively increased trading post containing practically every Imperial weapon in 40kATM, with some obivous exclusions (custodes stuff ect). based on the references of which factions where name checked and the like, this trading post list could very easily be well be nearly 200 weapons if not more.
Meh, I'd prefer they just made a bunch of weapon in holster, weapon with no arm attached, that way it make it way easier to slap one on a back of a model.
Hmmm... whilst I can appreciate the idea of offering all gangs (almost) all weapon possibilities - especially if the designs reflect the different styles of each - I do prefer the idea of some weapon choice restrictions beyond just one or two unique per.
The reason it’s not getting made in plastic is because Specialist Games has a strictly limited allocation of dies and machine time. Every weapon pack or character they do in plastic is one less plastic gang.
I would actually prefer they completed the gangs before moving over to the next. Look at Blood Bowl, you still have incomplete teams released in the starter box.
In the extreme, that would be like having all the 6 houses without a single heavy weapon (with range more than 9"). Now we might get some or all heavy weapons for existing gangs before the last gangs are released.
The Deserter was previewed on Warhammer TV before Christmas. The pictures of the pages (along with half a dozen other pages from GW2) should be in this thread somewhere.
I don't know why they even include so many Stub guns, they're cheap but not much cheaper than an Auto or Laspistol, you can't even sell or replace them for non-champ/leader now so you'll be stuck with an inferior gun for throughout the campaign.
It would be great if they have a holstered Stub-gun bit to have the extra space for some more exotic weapon, like a Bolter, or Bolt pistol perharp. Dual wielding bolt pistol champion is infinitely cooler than dual wielding stub gun Juve.
Signature house weapons.
Goliath have hefty CCW, Escher lots of Las, Orlock seemingly favours solid shot.
Adds a bit of variety between the houses beyond their tweaked stats. Plus, weapons packs are coming out fairly* soon, and they do want those to sell
*Fairly. Like, 'not a Dark Eldar or Sisters of Battle length of wait'
I don't know why they even include so many Stub guns, they're cheap but not much cheaper than an Auto or Laspistol, you can't even sell or replace them for non-champ/leader now so you'll be stuck with an inferior gun for throughout the campaign.
It would be great if they have a holstered Stub-gun bit to have the extra space for some more exotic weapon, like a Bolter, or Bolt pistol perharp. Dual wielding bolt pistol champion is infinitely cooler than dual wielding stub gun Juve.
Signature house weapons.
Goliath have hefty CCW, Escher lots of Las, Orlock seemingly favours solid shot.
Adds a bit of variety between the houses beyond their tweaked stats. Plus, weapons packs are coming out fairly* soon, and they do want those to sell
*Fairly. Like, 'not a Dark Eldar or Sisters of Battle length of wait'
Interesting observation. I'm going to assume then that flamer weapons are a Cawdor theme. What would Van Saar have, plasma? No idea what Delaque could have. Silenced / suppresed guns? Idk. I really wished they'd release all of the factions at once rather than making us wait. Whilst I do think the Orlocks look really damn good, the last thing I want is to collect them only to think "well gak, those blokes look even better" when GW gets around to releasing them.
If there's a set with utter rubbish, barring one highly desirable, I can see people being peeved at essentially paying the whole cost for that one weapon.
As I've said, I've got a high tolerance for Necromunda, as such things can ensure it keeps turning over money and thus sticks around longer. But there are limits!
Goliath have hefty CCW, Escher lots of Las, Orlock seemingly favours solid shot.
Adds a bit of variety between the houses beyond their tweaked stats. Plus, weapons packs are coming out fairly* soon, and they do want those to sell
*Fairly. Like, 'not a Dark Eldar or Sisters of Battle length of wait'
Then that mean Goliath signature weapon is the Stub cannon, they are the only team who really need more weapon arm because they only have one copy of each weapon (except for the Stub cannon) on each sprue. Not to mention they also have a useless hand holding a grenade arm which could have been hand holding another Brute Cleaver/knife instead.
Goliath didn't have a lot of CC weapon arm on their sprue, they have less CC weapon arms than Escher. The main reason is because they're bigger.
Good news is Marine kit and ork kit can be used on Goliath.
But the main reason for having so many stub gun is bad is that they should've bring back the changing weapon rule, so any investment on the gun don't feel like a waste of credit.
Ugh, 225 for hiring a bounty hunter seems a lot. I thought Beastman will be expensive, bacause of chainsword, but this Deserter Guy... I got it - 2 wounds, but still 225 credits is a lot of gangers and juves...
That's the point - Bounty Hunters are expensive, because (Dramatis Personae aside), you can tailor them to do exactly what you want and fill in the gaps I your gang's skillset. Scum, on the other hand, are there to get shot instead of your gangers.
Does anybody know when GW will publish a FAQ to remove all rule inconsistencies/mistakes from Necromunda Underhive & Gang War 1? I will DEFINITELY not buy Gang War 2 until all these problems are addressed.
The rationale for the mass of gang conversion kits isn't just to satisfy hardcore Necromunda converters IMO, although it does do that. I suspect that Forge World is betting, reasonably, that there will be at least some interest in converting gangs for use as units in 40K with a wide range of potential applications. That would both drive sales of multiple upgrade packs and also sales of the base plastic kit, so win-win. I'm thinking specifically of conscripts and cultists, but GSC and AM/Renegades in general might also see some interest.
W1ntermute wrote: Ugh, 225 for hiring a bounty hunter seems a lot. I thought Beastman will be expensive, bacause of chainsword, but this Deserter Guy... I got it - 2 wounds, but still 225 credits is a lot of gangers and juves...
We're also assuming they don't do other things for your Gang
W1ntermute wrote: Ugh, 225 for hiring a bounty hunter seems a lot. I thought Beastman will be expensive, bacause of chainsword, but this Deserter Guy... I got it - 2 wounds, but still 225 credits is a lot of gangers and juves...
We're also assuming they don't do other things for your Gang
Since its a bounty hunter, I wouldn't be surprised if they had a rule where you can put a bounty on one of your opponent's gang members, and if you can kill / capture that gang member you get a bunch of credits for it.
CthuluIsSpy wrote: Since its a bounty hunter, I wouldn't be surprised if they had a rule where you can put a bounty on one of your opponent's gang members, and if you can kill / capture that gang member you get a bunch of credits for it.
Maybe a card to play during the battle?
There was something like this in old Necro, where you were playing against Outlaw gangs. You could collect a bounty from deceased/captured gangers.
Strg Alt wrote: Does anybody know when GW will publish a FAQ to remove all rule inconsistencies/mistakes from Necromunda Underhive & Gang War 1? I will DEFINITELY not buy Gang War 2 until all these problems are addressed.
Strg Alt wrote: Does anybody know when GW will publish a FAQ to remove all rule inconsistencies/mistakes from Necromunda Underhive & Gang War 1? I will DEFINITELY not buy Gang War 2 until all these problems are addressed.
They said on FB ages ago that they were working on a FAQ, but I don't know what happened to that.
GW's FAQ schedule doesn't seem to be working again. They had that whole article about that stuff and IIRC they said that there would be an initial FAQ released two weeks after every codex release, yet where are the BA and DAFAQs?
Strg Alt wrote: Does anybody know when GW will publish a FAQ to remove all rule inconsistencies/mistakes from Necromunda Underhive & Gang War 1? I will DEFINITELY not buy Gang War 2 until all these problems are addressed.
They said on FB ages ago that they were working on a FAQ, but I don't know what happened to that.
GW's FAQ schedule doesn't seem to be working again. They had that whole article about that stuff and IIRC they said that there would be an initial FAQ released two weeks after every codex release, yet where are the BA and DAFAQs?
Thanks for the info. Well, I like Necromunda and want to support it but not at all costs. It seems to me that GW has the following mindset:
"No matter how badly we handle some releases, our customers will buy them anyway because it is a premium product."
And they are wrong right there. If they don´t improve on quality control, I am done with Necromunda. This is the only language that GW understands.
In addition, there is the matter with the slow release of the other Houses. According to the rumours each following Gang War book will ONLY feature one House. So we have to wait for Gang War IV to have all the six Houses? This is unacceptable. The Hype will start to fade away and people will move on to greener pastures.
Strg Alt wrote: Does anybody know when GW will publish a FAQ to remove all rule inconsistencies/mistakes from Necromunda Underhive & Gang War 1? I will DEFINITELY not buy Gang War 2 until all these problems are addressed.
They said on FB ages ago that they were working on a FAQ, but I don't know what happened to that.
GW's FAQ schedule doesn't seem to be working again. They had that whole article about that stuff and IIRC they said that there would be an initial FAQ released two weeks after every codex release, yet where are the BA and DAFAQs?
Santa's reindeer ate them.
Seriously, they were december releases. Everyone at the studio went home for a couple weeks.
The odds that they were working really hard from about December 15 to January 8th is vanishingly small.
Maybe we'll get lucky and they'll put 3 factions in GW3. I think it might be worth it drop a little message on their FB page telling them that drip feeding factions is a bad idea. The core factions should have really had priority. I mean, that's like design 101.
H.B.M.C. wrote: There isn't necessarily only going to be one gang per Gang War book.
No, of course not. We're just extrapolating from the information currently available: the next Gang War book and GW's stated development plans for the gang minis. Other than that, we really don't know a thing. Who knows, maybe they'll surprise us.
OTOH, it's funny how back in the day six houses fitted in the core, no problem...
EDIT: Actually, I seem to remember someone saying there was going to be another gang in GW2? Just not a house gang.
Gang War 2 contains rules for Orlock gang and recruiting bounty hunters to an existing gang (not running bounty hunters as a gang).
Rules for Genestealer Cultists, Chaos Cultists and Bounty Hunter gangs are ready and will be realised in white dwarf at some point within the next half year. As the Orlock gang box is compatible with the Genestealer Cult conversion set I suspect the Genestealer Cult gang rules will be released around the same time.
Albertorius wrote: .
OTOH, it's funny how back in the day six houses fitted in the core, no problem...
Main GW product, metal models, no 3rd party manufacturers, same rules/stats/weapons/equipment for all six houses... Well, they have the rules for the other houses on their website for free - they have the same level of uniqueness as those in the old books.
With regards to the release schedule, I think the devil is in the details. The concept of having only a few gangs in the core book with the rest being released in separate books is fine, the problem is that they may have spaced them out a bit too much and they charge a bit too much for the books... a few tweaks would’ve done wonders. Say three gangs on release, a slightly faster release schedule, and slightly cheaper Gang War books. As it is, I haven’t even tried to start a campaign at my club, because what’s the point with only two actual gangs (legacy rules and models don’t excite people)? I’ll probably wait at least until summer, which is not good for the game’s momentum.
Albertorius wrote: .
OTOH, it's funny how back in the day six houses fitted in the core, no problem...
Main GW product, metal models, no 3rd party manufacturers, same rules/stats/weapons/equipment for all six houses... Well, they have the rules for the other houses on their website for free - they have the same level of uniqueness as those in the old books.
The equipment list is a tad thinner, though. Plus no Hired Guns whatsoever.
And Necromunda: Underhive is being sold exactly the same way Oldcromunda was: on the GW stores. Plus, Nec 2nd Edition was Specialist Games and still had full rules in the book.
Legacy gangs might not be the most fun (old kit, outdated kit, no unique weapons yada yada...) gang but they hold themselves well against the newer gangs. If not better due to their slightly smaller size. Necromunda was never meant to be balance. You could have the best setup but wouldn't matter if you roll bad, run out of ammo, character get dragged away, etc....
a) specialist games being ignored for the next decade
b) one gang a quarter for the next few years and it taking a year before we have the first 9 gangs and a properly fleshed out campaign system
That "no rules unless we're already selling a mini" constraint is... really, really annoying. And bad, in a game where you could avoid it with a bit of kitbashing of minis of the 40k lines...
Vorian wrote: And they've released rules. You have the legacy gangs
Ultimately, having to check 2 books (so far) and at least one pdf supplement to play a game because they have apparently loaded the rules in a shotgun is not very fun. And it will only get worse.
Hopefully, one-two years from now they'll release a new one-book version of the game. That would be something I'd buy.
It is a damned shame that House Orlock weren't released alongside the core box (as the Skavenblight Scramblers were with Bloodbowl) - just to provide that little bit of variety. But still... I cannot wait to get hold of them. Here's hoping the new tileset offers plenty of interesting rules - certainly looks great.
With the rumors :
GW 3 : gang4 (Van Saar?) + infinity shop + ???
And these are just suppositions, for the next books, in 2018, we will can have :
gang5 (Cawdor?), gang6 (Delaque?), scenarios, hive secondus, pets, ratskin mercenary, more mercenary (mec, doc, etc.), outdoor rules (vehicules, weather, etc), psyker (with Delaque), etc.
With the rumors :
GW 3 : gang4 (Van Saar?) + infinity shop + ???
And these are just suppositions, for the next books, in 2018, we will can have :
gang5 (Cawdor?), gang6 (Delaque?), scenarios, hive secondus, pets, ratskin mercenary, more mercenary (mec, doc, etc.), outdoor rules (vehicules, weather, etc), psyker (with Delaque), etc.
So, I think that's a lot of stuff for the year ^^
Genestealers Cult in Necromunda?! Which issues can I grab that rule!
Legacy gang have access to better guns than the current new gang without having to go to the trading post.
Vaan sar with Primary shooting skill wipe the floor with other team with Fast Shot.
And that is... good or bad?
The tempo of the game and sitting around holding your Johnson, while waiting for .... the half hearted effort that is on par with having a M4 full mag and optics and just using a musket laying there to shoot at people with.
My advice- ignore this gakky tempo and play with what you have, and introduce the new stuff as it comes out. Necromunda has always been a players game. Use the rules loose, and have fun with your gangs. Whoever the assclown is that came up with this idea of release with a crappy book with partial rules is joking. We have full time Necromunda stuff already in play, why would we say- "Hey, you can't play until the book comes out".... o.O
I already have a Grot invasion gang, the Chaos Goliaths, now with added demon support, and the Poxwalkers infesting territories, with Plagbearer support.
Now we have to roll off before game to see if the Nurgle cultists pop up, basses of Nurglings, or a plague bearer. The deeper the expedition, the deeper the threats.
A great campaign hook is to add in a chaos gang, with a ladder threat up to, and including a Nurgle Squad of marines. ( use your own chaos love, the Poxwalkers worked great for me. This one played out like Assault on Precinct 13. about half of my gangers bought it, but damn was it a good fight.
With the rumors :
GW 3 : gang4 (Van Saar?) + infinity shop + ???
And these are just suppositions, for the next books, in 2018, we will can have :
gang5 (Cawdor?), gang6 (Delaque?), scenarios, hive secondus, pets, ratskin mercenary, more mercenary (mec, doc, etc.), outdoor rules (vehicules, weather, etc), psyker (with Delaque), etc.
So, I think that's a lot of stuff for the year ^^
Genestealers Cult in Necromunda?! Which issues can I grab that rule!
Use them now. play with the Shadow War rules. That means a squad of different iterations of genestealer cultiists ands hybrids. Use 1 or 2 purestrains and make sure you reference Rule #1. 10 Genestealers are more then enough work for a full squad of Marines, so remember that your fighting a gang.
With the rumors :
GW 3 : gang4 (Van Saar?) + infinity shop + ???
And these are just suppositions, for the next books, in 2018, we will can have :
gang5 (Cawdor?), gang6 (Delaque?), scenarios, hive secondus, pets, ratskin mercenary, more mercenary (mec, doc, etc.), outdoor rules (vehicules, weather, etc), psyker (with Delaque), etc.
So, I think that's a lot of stuff for the year ^^
Genestealers Cult in Necromunda?! Which issues can I grab that rule!
The House of Iron is returning to Necromunda, and soon - are you ready? Let us know if you're going to be collecting the new Orlocks, already own a gang from editions past, or are preparing your gang to deal with some new foes...
They are good, but they are using the same jokes much too often. I think all of them were wanted for the crime of being impolite (was funny at first, but now it's ''rechauffé'')
Reading the Warhammer Community site they mention the new WD has a new scenario and also that the paint splatter in the issue features the new Orlocks. I'm guessing that means the Orlocks will be out in February and not March? I'm not overly familiar with how WD works now, but I don't think they do paint splatters on models that are yet to be released (or that are not coming out that month). Here's hoping for Orlocks in February and Genestealer cult rules in March.....we need more gangs!
I’m really hoping they have a faster release schedule than blood bowl, the orlocks are a good start but as mentioned they should have been there for release.
They have to. if not you are losing on new year sales, as well as another moths with no Necromunda action. Drip, Drip, Drip....
Ork gang is next. Looking at adding in Ork infested Spyer, and the Pox Walkers in the bottom. Roll a 4-6, then roll another 6 to see how many show up. All you need is to add a cheap box of Poxwalkers to begin with for a hair raising side scenario...
No, but yes. It's just Gang War 2, like they announced in end of november, but we will have new scenarios in GW2 And we will also have rules for Orlock, "Dramatis Personae", extented shop, and rules for new tiles.
No, but yes. It's just Gang War 2, like they announced in end of november, but we will have new scenarios in GW2 And we will also have rules for Orlock, "Dramatis Personae", extented shop, and rules for new tiles.
Umm, i think its a new scenario
from WD web:
The Gauntlet: A new mission for Necromunda: Underhive
I certainly hope it's the release date, but I'd settle for the preorder date. It'll be nice to have some Orlocks assembled (though not yet painted), by the end of next month.
zamerion wrote: In the french forum, He has not said it, so it could be the release.
Maybe preorders:
3- aos 10- orlocks
17- shadespire.
But I'm not sure
The dates the poster on the French forum gave are all release dates. They said 10th for Malign portents and we already know their preorder is the 3rd. So preorder 10th release 17th will be the date for the Orlocks.
Chikout wrote: The dates the poster on the French forum gave are all release dates. They said 10th for Malign portents and we already know their preorder is the 3rd. So preorder 10th release 17th will be the date for the Orlocks.
You're right. And the price is the same like the other gang.
I want all my unofficial leaks to come from France, they seem to manage the impossible and take an in focus photo of a flat page so you can actually see stuff clearly
OrlandotheTechnicoloured wrote: I want all my unofficial leaks to come from France, they seem to manage the impossible and take an in focus photo of a flat page so you can actually see stuff clearly
As those Orlock boxes are meant to be compatible with the Genestealer Cult upgrade kit I may need to get a couple of extra ones to add some biker cultists to my army.
As a long-time Necromunda fan, I'm still hesitating to get excited about this. I just can't agree with the silly Gang War book idea and such a dead slow trickle of content.
As it stands now I'll probably just buy a box of Cawdor or two when they arrive and play old Necromunda - just can't be assed to buy a half dozen books to play the game as I used to. If they release a proper collected-rulebook at some point perhaps.
GW is just doing a terribly good job of making this not attractive. Shame too since the minis look stellar (despite me not being moved by the first three gangs).
Someone said that the orlocs where very conpatable with GSC models. I see they have the same leggings as the GSC miners. What weapons are on the spruce?
Someone said that the orlocs where very conpatable with GSC models. I see they have the same leggings as the GSC miners. What weapons are on the spruce?
There're 5,6 posts below it that should give you the answer, but I'll give you one anyway.
-2 autogun
-3 shotgun/combat shotgun (orlock have access to both)
-4 stub gun
-3 autopistol
-3 knife arm
- 1 servo claw
-1 harpoon launcher
-1 heavy stubber
-1 sawn off shotgun
Hydra Terrors on Dakka and the Neon Graces in real life.
Neon Graces is kinda cool actually.
Definitely going to keep my eye on those Orlocs if they work well with the GSC stuff. Those were pretty compatible with the Admech guys as well if I remember correctly...
Vorian wrote: They are releasing to the constraints they have.
If the choice is between
a) specialist games being ignored for the next decade
b) one gang a quarter for the next few years and it taking a year before we have the first 9 gangs and a properly fleshed out campaign system
then I know which I'm choosing.
The rumored Chaos and GS Cult rules makes me think they're aware they have a hit and there's a hunger for more gangs.
Maybe we'll also see rules for Storm Troopers, Inquisition or IG/PDF?
Elbows wrote: As a long-time Necromunda fan, I'm still hesitating to get excited about this. I just can't agree with the silly Gang War book idea and such a dead slow trickle of content.
As it stands now I'll probably just buy a box of Cawdor or two when they arrive and play old Necromunda - just can't be assed to buy a half dozen books to play the game as I used to. If they release a proper collected-rulebook at some point perhaps.
GW is just doing a terribly good job of making this not attractive. Shame too since the minis look stellar (despite me not being moved by the first three gangs).
Elbows wrote: As a long-time Necromunda fan, I'm still hesitating to get excited about this. I just can't agree with the silly Gang War book idea and such a dead slow trickle of content.
As it stands now I'll probably just buy a box of Cawdor or two when they arrive and play old Necromunda - just can't be assed to buy a half dozen books to play the game as I used to. If they release a proper collected-rulebook at some point perhaps.
GW is just doing a terribly good job of making this not attractive. Shame too since the minis look stellar (despite me not being moved by the first three gangs).
I get that, but if this is the price of the game being sustained long-term, it's one I'm happy to go with.
As for a collected rulebook? Look to the Bloodbowl Almanac - collects Death Zone Season 1 & 2, WD articles, and I think a smidge of new content?
Wait.. are you tell me that gang war 2 going have just orlock and expansion in it and basic rule are in book 1 from box set ?
Ugh don’t think I’ll buy the game until there are better boxset include all rule.
From what I understand Gang War 2 is Orlocks, Hired guns, expanded trading post and new scenarios. I suspect when all the house gangs are covered we might see a "Season one" type book with everything in, but that is more of a hope than anything else.
Assuming I use the second name I mostly use with my dakka name I get;
Elbows wrote: As it stands now I'll probably just buy a box of Cawdor or two when they arrive...
While the show release schedule is irksome, it really doesn't affect how I'll buy. I'll pick up all the Gang War books and the gangs whose looks I like.
Cawdor will almost certainly be one of them
The game is solid, and the miniatures are useful both for the game and the RPG.
This release looks pretty good, hopefully those resin weapon kits are shown off this weekend. Along with a solid preview of gang 4. The only downer about this release is the higher than expected cost of the new tiles. My tiles from the core box are kind of starting to show wear, and I haven't even played 4 games. The edges are starting to peel in the corners and they don't seem very tough or long lasting. So what was it, 40 usd for some friggin card?
Seems kind of ridiculous to me. Another issue is I hope they are packaged well cause if the carrier is rough then expect some kinked and bashed in edges and corners upon opening.
Chikout wrote: The dates the poster on the French forum gave are all release dates. They said 10th for Malign portents and we already know their preorder is the 3rd. So preorder 10th release 17th will be the date for the Orlocks.
You're right. And the price is the same like the other gang.
The Orlock Guy with the Harpoon looks like Euron Greyjoy from Game of Thrones ;-)
Thargrim wrote: This release looks pretty good, hopefully those resin weapon kits are shown off this weekend. Along with a solid preview of gang 4. The only downer about this release is the higher than expected cost of the new tiles. My tiles from the core box are kind of starting to show wear, and I haven't even played 4 games. The edges are starting to peel in the corners and they don't seem very tough or long lasting. So what was it, 40 usd for some friggin card?
Seems kind of ridiculous to me. Another issue is I hope they are packaged well cause if the carrier is rough then expect some kinked and bashed in edges and corners upon opening.
The quality of the tiles was a huge disappointment for me, particularly when compared with the other GW boardgames I've bought. I will not be getting any more, at least not sight unseen.
The new scenario "The Gauntlet" has some quite interesting changes:
-You get no XP for participating, meaning there is no bonus for weaker fighters (or Juves) for just taking part.
-The scenario gives +1 XP for taking an opposing fighter Out of Action. This is already standard rules regardlesss of which scenario is played, so this indicates that you get an additional XP for taking out an enemy on top of the +1XP for taking out a fighter as standard and +1 additional XP if the fighter taken out was a Champion or Leader.
-If you make some spectacular attack taking an enemy Out of Action (knocked into furnace or fan) you get an additional XP on top of that again, so for a Leader/Champion you could potentially get 4XP for a single attack.
-More steady income of reputation just for taking part (which is a good thing as reputation in the other scenarios are in a zero-sum state).
Was originally not interested in 2d tiles, but may purchase this one as it seems difficult to reproduce something similar in 3d (without building a bunch of specific terrain).
Good catch. Now the question is are they still poking fun or giving us a hint? Also anyone with eagle eyes able to spot anything interesting on Duncan's table?
I like what I am seeing from this game mostly, but I can't stand the tiles. Are there rules on playing on an open table? Like in the previous editions?
KTG17 wrote: I like what I am seeing from this game mostly, but I can't stand the tiles. Are there rules on playing on an open table? Like in the previous editions?
Yeah, in the big book.
Or you could, you know. Google the previous edition of the rules. Aint nothing stopping you from just playing oldcromunda, its pretty easy to find on the internet.
KTG17 wrote: I like what I am seeing from this game mostly, but I can't stand the tiles. Are there rules on playing on an open table? Like in the previous editions?
KTG17 wrote: I like what I am seeing from this game mostly, but I can't stand the tiles. Are there rules on playing on an open table? Like in the previous editions?
Yep, 3D table rules are contained in the Gang War 1 book.
Holy gak they actually did it. They brought a squat back.
Also, I like how they are in on the meme. Can't wait till pariahs take the squat clock's place
This was great. Had a dumb smile on my face the whole time. While I sincerly hope we never see Squat again in 40k, a Squat bounty hunter is great and very shadowrun like
It’s a little early for April Fools, so we have witnessed the dawn of a new era within GW without even knowing it. New factions galore, SoB being acknowledged if only slightly supported, experiments with new game systems, all culminating in this moment. When I’m old and bitter, I’ll be able to regale my grandchildren with the tale of The Squats’ Return.
I’m having trouble comprehending the implications of this. Are Squats coming as a 40k army? Is the old canon returning? What’s going on?
gnome_idea_what wrote: It’s a little early for April Fools, so we have witnessed the dawn of a new era within GW without even knowing it. New factions galore, SoB being acknowledged if only slightly supported, experiments with new game systems, all culminating in this moment. When I’m old and bitter, I’ll be able to regale my grandchildren with the tale of The Squats’ Return.
I’m having trouble comprehending the implications of this. Are Squats coming as a 40k army? Is the old canon returning? What’s going on?
The future is unclear for squats still. They're at least a "thing" again. I wouldn't expect them until next year at the earliest - if they are even under consideration for such a thing.
This will definitely make April Fools really difficult this year.
Not saying it will happen but there is evidence moving in that direction. First creating the Kharadron overlords that are very squat like followed by mentions in fluff more and more now. This could be all testing reaction and then since they already have the Kharadron it's very easy for them to use as a template to alter into 40k. People mention the beast man but the tzaangors prove they went farther with beast men than just a token guy. Plus beastmen never had a fraction of the obsessed fans that the squat community has. My bet if it happens it does no later than 2019.
BrookM wrote: This is more of a homage than anything else, people read too much into some of the more recent stuff done by GW.
This, alongside the Beastman, are in all likeliness nothing more than one-off miniatures for one of their gaiden games.
Given we've seen the return of an entire section of Beastmen that's been squatted for a while now for an army. I wouldn't say never given the Tzaangors.. But who knows.
They've also brought back GSC, so at this point whatever GW feels like GW is gonna pump out.
ncshooter426 wrote: Yeah...while I'm glad squats are back (even if just one)...this is yet another punch in the jimmies for Sisters.
feth it, I'm pledging my girls to Slaanesh and waging war on the golden throne.
Squat players have been waiting far longer than sisters..
Sisters still exist as an army too. One can still buy sisters models and field them, at least. Can't do that with squats.
Not that its a squat army; remember that we are just getting a squat now. Not an army, a character.
BrookM wrote: This is more of a homage than anything else, people read too much into some of the more recent stuff done by GW.
This, alongside the Beastman, are in all likeliness nothing more than one-off miniatures for one of their gaiden games.
For sure. No way are they redoing the Squats for 40k.
Sure, it's just one Squat for now, but if Jurassic Park taught us anything it's that one is all it takes. Before long they'll start multiplying and eating lawyers.
And we have Tzaangors, and indeed had them before the lone Imperial Beastman. Let's also not forget that people have been complaining about Codex: Tzaangors (are people still doing that, or are the ashtrays good after all?), so they have quite a presence.
Not that it means Squats will happen as an army, but I would be very careful with phrases like "no way".