Galas wrote: Technically, every game that isn't simultaneous, is IGOUGO, so yes, people saying that alternating activations is the same as the classic gameplay experience people refers as IGOUGO is just being disingenuous.
I see what you are saying, but honestly, I think the standards in rules development is just making that less and less true. Sure there are turn structures and active/reactive player timing sequences, but rules writers have figured out a lot of ways to keep both players in the decision making process at this point. There are a lot of games where two models on both sides can fall over dead at effectively the same time, and both players were making decisions about the outcome.
To be brutally honest, listening to the vast majority of GW players talk about table top game mechanics is like listening to Everquest or Vanilla World of Warcraft players trying to use their frame of reference to talk about current day MMO mechanics. Its like they know what an MMO is, while also knowing less about modern day MMO than a person who has never heard the term MMO due to preconceptions.
GW is unrepentantly stuck in the past on the rules mechanics front. There are a lot of mega grind fest MMOs with flashy graphics that get published. Consumers of those products are not wrong. They are just exceptionally wrong if they think those products are especially representative of current thinking on MMOs.
Oh, I agree. Mechanics change, and what was good 10-15-20 years ago isn't good anymore. Many things improve, others just change. But this isn't a full new game. This is Necromunda. Is a purely nostalgia driven release. They have give it a nice face cleanup but in the end it remains the same game.
Will it be an impediment to his grow and popularization? We have the example of Bloodbowl. The nostalgia push was MASSIVE when it released, but as you said, the 20-years old rules ended up drowning it, like an anchor to the neck.
So yes, I believe Necromunda isn't gonna have the sucess it has 20 years ago. But, you know what? It doesn't need to have it. Shadowpire is this new, ultra competitive, fast game with slow preparation time and tight ruleset, made to appeal to the new trends of the market.
GW is trying to make products to all kinds of players. Nostalgic veterans, new players, even board-gamers and ... COMPETITIVE players! You know, the kind of players GW even refused to acknowledge that they existed
Blood bowl that they have sold us has been a success beyond their most optimistic projections? That game still getting regular releases?
Wish I could sink like a stone in such a fashion.
A lot of pretentious nonsense on games design in this thread.
'I dont see people play BB at my flgs, therefore it failed and sucks!'
Nevermind it being fairly popular in my area, with multiple leagues on going.
xerxeshavelock wrote: I notice that the gang roster doesn't have stats for each fighter. I wonder if that means development will be purely skill and equipment based?
Mordheim I thought was rather clever in the way it limited the amount of conversions you had to do by saying only characters could change equipment. I can see a similar practice here.
No. Each fighter will have their stats, skills, injuries and equipment listed on a card:
The roster sheet just holds the additional information needed for campaign play.
notprop wrote: I'm thinking more fixedcharacter cards and tactics cards would push the game in a more limited a pay to play direction.
The roster GW have listed up is purely for listing costs not character information as well. It indicates fixed characters to me.
They state right there in the video that the game box comes with two "premade" gangs, essentially they provide completed roster cards for the models if you assemble them as-per the instruction booklet.
Something that the original Necromunda did in 1995, too (and the Necromunda Underhive book from Specialist Games, a decade later, despite that no longer coming with the minis in the box ).
notprop wrote: I'm thinking more fixedcharacter cards and tactics cards would push the game in a more limited a pay to play direction.
The roster GW have listed up is purely for listing costs not character information as well. It indicates fixed characters to me.
They state right there in the video that the game box comes with two "premade" gangs, essentially they provide completed roster cards for the models if you assemble them as-per the instruction booklet. There are also blank roster cards and you can still create an entirely custom warband.
Just like the card play surface, the "premade" gangs are there for new people who're buying a complete boxed game, they no more mean the system is moving to Shadespire-style fixed characters than the card play surface means they're turning it into a boardgame.
I agree with you, BUT there's very much a chance that they'll continue to provide "premade" gangs in the Gang Expansions for the... we'll call them the "board game" or "gateway" crowd that the new boxed starter is also clearly aimed at.
notprop wrote: I'm thinking more fixedcharacter cards and tactics cards would push the game in a more limited a pay to play direction.
The roster GW have listed up is purely for listing costs not character information as well. It indicates fixed characters to me.
They state right there in the video that the game box comes with two "premade" gangs, essentially they provide completed roster cards for the models if you assemble them as-per the instruction booklet. There are also blank roster cards and you can still create an entirely custom warband.
Just like the card play surface, the "premade" gangs are there for new people who're buying a complete boxed game, they no more mean the system is moving to Shadespire-style fixed characters than the card play surface means they're turning it into a boardgame.
I agree with you, BUT there's very much a chance that they'll continue to provide "premade" gangs in the Gang Expansions for the... we'll call them the "board game" or "gateway" crowd that the new boxed starter is also clearly aimed at.
And? I'm genuinely not getting why that's contentious, making it easier for players to get into the game is always a good thing so long as it doesn't result in the more advanced options being removed, which this evidently isn't.
Galas wrote: Technically, every game that isn't simultaneous, is IGOUGO, so yes, people saying that alternating activations is the same as the classic gameplay experience people refers as IGOUGO is just being disingenuous.
I see what you are saying, but honestly, I think the standards in rules development is just making that less and less true. Sure there are turn structures and active/reactive player timing sequences, but rules writers have figured out a lot of ways to keep both players in the decision making process at this point. There are a lot of games where two models on both sides can fall over dead at effectively the same time, and both players were making decisions about the outcome.
To be brutally honest, listening to the vast majority of GW players talk about table top game mechanics is like listening to Everquest or Vanilla World of Warcraft players trying to use their frame of reference to talk about current day MMO mechanics. Its like they know what an MMO is, while also knowing less about modern day MMO than a person who has never heard the term MMO due to preconceptions.
GW is unrepentantly stuck in the past on the rules mechanics front. There are a lot of mega grind fest MMOs with flashy graphics that get published. Consumers of those products are not wrong. They are just exceptionally wrong if they think those products are especially representative of current thinking on MMOs.
Oh, I agree. Mechanics change, and what was good 10-15-20 years ago isn't good anymore. Many things improve, others just change. But this isn't a full new game. This is Necromunda. Is a purely nostalgia driven release. They have give it a nice face cleanup but in the end it remains the same game.
Will it be an impediment to his grow and popularization? We have the example of Bloodbowl. The nostalgia push was MASSIVE when it released, but as you said, the 20-years old rules ended up drowning it, like an anchor to the neck.
So yes, I believe Necromunda isn't gonna have the sucess it has 20 years ago. But, you know what? It doesn't need to have it. Shadowpire is this new, ultra competitive, fast game with slow preparation time and tight ruleset, made to appeal to the new trends of the market.
GW is trying to make products to all kinds of players. Nostalgic veterans, new players, even board-gamers and ... COMPETITIVE players! You know, the kind of players GW even refused to acknowledge that they existed
Blood bowl that they have sold us has been a success beyond their most optimistic projections? That game still getting regular releases?
Wish I could sink like a stone in such a fashion.
A lot of pretentious nonsense on games design in this thread.
'I dont see people play BB at my flgs, therefore it failed and sucks!'
Nevermind it being fairly popular in my area, with multiple leagues on going.
This is also true for my local GW. The local sentiment is like this: If the game doesn´t include a Space Marine it is simply not worth playing. I introduced the game to three people and two of them bought the box afterwards. The third couldn´t comprehend the Block & Assist mechanic even after the tenth explanation. It was no surprise to me that he didn´t invested money in the best game ever
published by GW. What a shame. Apart from these intro games BB is dead in this shop.
Personally I really like BloodBowl mechanics, but my experience has been the same as Strg Al. Everyone thinks the mechanics are to random, slow and cumberstome.
Everyone prefers Dreadball as a Rugby tabletop game.
Maybe I have said a stupid thing, and in UK and USA BloodBowl is all popular with leagues in all the country. But I'll keep my opinion on the rest of my post.
Blood Bowl is an excellent set of rules for fantasy American Football (OK, there's some things you can't do - like fake out the opposition as to who has the ball, but still). Dreadball is more like sci-fi basketball. And then there's Guildball, but I don't get the appeal of that, so I'm not sure what sport it's supposed to be.
Earlier on there was discussion of igugo and alternate activation. Reading the goliath hints and tips section of the necromunda website it does mention group activation so it may well not be quite as simple.as one player activation just one model then the other.
Seventyone wrote: Earlier on there was did as soon of igugo and alternate activation. Reading the goliath hints and tips section of the necromunda website it does mention group activation so it may well not be quite as simple.as one player activation just one model then the other.
I would imagine leader skills / tactics cards come in to play there
Price wise, it's going to be £90 range area given you've got 24 miniatures, plastic cover and bulkheads and a 6x6 tiled area. Guessing £15 the extra book, £25 the gangs.
TwilightSparkles wrote: Price wise, it's going to be £90 range area given you've got 24 miniatures, plastic cover and bulkheads and a 6x6 tiled area. Guessing £15 the extra book, £25 the gangs.
I've not had my sub copy of WD yet.
Its not a 6x6 board. Its 3x3. Price wise £65 to £80. Anymore and well......
On the necro facebook pages prices have been discussed.
It hasa few extra bits over blood bowl but not many so cant see it being too pricey
Azazelx wrote: ...BUT there's very much a chance that they'll continue to provide "premade" gangs in the Gang Expansions for the... we'll call them the "board game" or "gateway" crowd that the new boxed starter is also clearly aimed at.
Normally, that would be called "sample" gangs. A quick workup designed for one-off mindless games that a veteran player looks at and immediately discards in favor of generating a new gang from scratch.
Groundh0g wrote: Not a big fan of the "DLC" model making it's way to tabletop.
Well, you're about 40 years to late then. Tabletop gaming has been operating on a "DLC model" since the 80's.
Um, no. Expansions, sure. But leaving out (existing) core content to release as expansions is not something that has been around for 40 years, unless my memory fails me. It was the same with Blood Bowl.
Tabletop gaming has been using what you would call a DLC model (release a base product, then release add-on products to enhance and expand the base product) since the days of Advanced Dungeons and Dragons.
For example:
Buy the AD&D Players Guide, GM Guide and Monster manual, then later get the Rangers Handbook DLC, the Tomb of Horror's DLC and the Book of Artifacts DLC.
Buy Warhammer 40K 2nd edition, then later get the Dark Millennium DLC, the Codex: Space Wolves DLC and the Marneus Calgar DLC
Buy the X-Wing core set, then later get the Millennium Falcon DLC, the Tie Advanced DLC and the Rebel Aces DLC
Buy Necromunda, then later buy the Outlanders DLC, the Eschers DLC and the Weapon sprues DLC.
It's the same model. In tabletop games we call them expansions, or just new product releases. Thats how it used to be in computer/video games too, until downloading new content and digital sales became the norm.
Your idea that DLC is "leaving out (existing) core content to release as expansions" is ridiculous. While there are surely instances of that happening in video games/computer games, that not what DLC is and thats not what the term means. That kind of practice is much rarer than people seem to think and is not how games are actually made.
jake wrote: Buy Warhammer 40K 2nd edition, then later get the Dark Millennium DLC, the Codex: Space Wolves DLC and the Marneus Calgar DLC
That's not what's meant by DLC. At all.
Thats exactly what DLC is. Can you explain what YOU think DLC is?
Edit: Sorry, that sounded patronizing, which wasn't my intent. I think we may all be having a misunderstanding about what DLC is and how people are using the term here. Would you mind clarifying what you think DLC is and why what I described doesn't fit your understanding?
Galas wrote: Those are DLC if you buy them as ebooks in your device
Yes, I know they aren't literal downloadable content. The original comment was someone saying that they hoped gaming didn't adopt the DLC model. My response was that gaming has been using that model for almost 40 years. There was some argument, so I decided to clarify what I meant with some examples. My point was that many tabletop gaming companies have long used the practice of selling a core product, and then selling optional addons that provide more options, extend the life of the product or expand play-ability (D&D, Pathfinger, Warhammer, Necromunda, Netrunner, etc, etc, etc). We usually call these expansions or just product lines. In video games they're called DLC (although videogames also had a long history of "expansions before digital delivery made the DLC title common).
jake wrote: Thats exactly what DLC is. Can you explain what YOU think DLC is?
Expansions =/= DLC.
jake wrote: Your idea that DLC is "leaving out (existing) core content to release as expansions" is ridiculous. While there are surely instances of that happening in video games/computer games, that not what DLC is and thats not what the term means. That kind of practice is much rarer than people seem to think and is not how games are actually made.
Of course it's what the term means. There's so much bs cut content/Day-1 DLC/On Disc DLC/retailer exclusive DLC/pre-order exclusive DLC these days its sickening. Now they're taking further DLC and putting them into random gambling boxes that cost real-worked money. The AAA publishing work is about as corrupted by this as you can get.
Tabletop games are -nothing- like that. People are calling this Hive War book DLC because it seems like a tiny few bits of rules that could have been included in the main book. It doesn't seem substantial enough to be a whole expansion in and of itself.
Must say that i think it would have been preferable to release the game when at least 2 other gangs would be available. I fear that this might kill a bit of the enthusiasm and will make it harder to attain a critical mass of gamers. Playing campaign with only Eschers and goliaths will get boring fast
streetsamurai wrote: Must say that i think it would have been preferable to release the game when at least 2 other gangs would be available. I fear that this might kill a bit of the enthusiasm and will make it harder to attain a critical mass of gamers. Playing campaign with only Eschers and goliaths will get boring fast
I was honestly originally hoping for one more gang in time for christmas. It could make it harder for the game to find it's legs early on. Shadespire is more or less starting off with four functional teams. Whereas this Necromunda reboot appears to only have 2 gangs (while customizable to a decent degree) until january at the earliest. This is why i'm in no mad rush to get it, I could just hold off until christmas or something and not miss out on much at all.
jake wrote: Thats exactly what DLC is. Can you explain what YOU think DLC is?
Expansions =/= DLC.
jake wrote: Your idea that DLC is "leaving out (existing) core content to release as expansions" is ridiculous. While there are surely instances of that happening in video games/computer games, that not what DLC is and thats not what the term means. That kind of practice is much rarer than people seem to think and is not how games are actually made.
Of course it's what the term means. There's so much bs cut content/Day-1 DLC/On Disc DLC/retailer exclusive DLC/pre-order exclusive DLC these days its sickening. Now they're taking further DLC and putting them into random gambling boxes that cost real-worked money. The AAA publishing work is about as corrupted by this as you can get.
Tabletop games are -nothing- like that. People are calling this Hive War book DLC because it seems like a tiny few bits of rules that could have been included in the main book. It doesn't seem substantial enough to be a whole expansion in and of itself.
Okay, nevermind. This isn't a conversation I want to have with you.
Think conflict comes from that for many DLC means basically day 1 release that could have been just as well in the main release. So releases that come say year later don't feel DLC as those obviously weren't ready in the initial release. Day 1 DLC's however were ready so are generally seen just as cash grab.
streetsamurai wrote: Must say that i think it would have been preferable to release the game when at least 2 other gangs would be available. I fear that this might kill a bit of the enthusiasm and will make it harder to attain a critical mass of gamers. Playing campaign with only Eschers and goliaths will get boring fast
I was honestly originally hoping for one more gang in time for christmas. It could make it harder for the game to find it's legs early on. Shadespire is more or less starting off with four functional teams. Whereas this Necromunda reboot appears to only have 2 gangs (while customizable to a decent degree) until january at the earliest. This is why i'm in no mad rush to get it, I could just hold off until christmas or something and not miss out on much at all.
I am guessing/hoping that they will have announced a couple of follow-on gangs before or on release day, to avoid that issue.
tneva82 wrote: Think conflict comes from that for many DLC means basically day 1 release that could have been just as well in the main release. So releases that come say year later don't feel DLC as those obviously weren't ready in the initial release. Day 1 DLC's however were ready so are generally seen just as cash grab.
I also think it has something to do with the size of the release. If it was a 200-300 pages one, i dont think you would have seen too much complaints. But gang war being only 64 pages clearly put it in the cash grab category
The original release in 1995 was identical, it took 5-6 months for the 6 houses' models to be released.
Rules for other houses will probbly be available for free on the Necromunda website at release - the Legacy Gang rules - it would be similiar to what Blood Bowl got.
You can always play with your old models or converted gangs. Use IG or GSC for example to play with until the other gangs got released. And there are a lot of other manufacturer gang/scifi models already available. I use Moonraker's Scavengers.
It has not been announced yet, but with the Legacy Gang rules it would not be surprising if GW offers classic Necromunda gangs via made-to-order.
I agree with you, BUT there's very much a chance that they'll continue to provide "premade" gangs in the Gang Expansions for the... we'll call them the "board game" or "gateway" crowd that the new boxed starter is also clearly aimed at.
And? I'm genuinely not getting why that's contentious, making it easier for players to get into the game is always a good thing so long as it doesn't result in the more advanced options being removed, which this evidently isn't.
No contention or even snark there. It's simply an observation that with additional cards likely to be part of the overall "gang pack" that premades following on from the core sets' ones are likely to be included as well. I'd even suggest that it's probably quite a good thing (if it happens) as it makes the game even more accessible to newcomers.
I know that you and I usually end up on opposite sides of these arguments, but reading through the thread the other day I was pretty close to full agreement with close to everything you've posted.
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Galas wrote: Personally I really like BloodBowl mechanics, but my experience has been the same as Strg Al. Everyone thinks the mechanics are to random, slow and cumberstome.
Everyone prefers Dreadball as a Rugby tabletop game.
Maybe I have said a stupid thing, and in UK and USA BloodBowl is all popular with leagues in all the country. But I'll keep my opinion on the rest of my post.
I'm not attacking you here, but the problem is probably just that you're extrapolating what you see in your local area to a much wider scale. I know that in my little local segment of my city that Flames of War is very popular. That doesn't mean that it's just as popular if we go six or ten suburbs North, or East, or...
Different cities and even different sections of the same city have quite different gaming demographics, just as they do with other demographics. There was some guy in the Dakka Discussions area from (I think) St Louis who was going on and on about how "nobody plays GW games in my (his) city." Which hosted a good half-dozen FLGS and even a GW store. He was simply extrapolating what he saw in his local circle and deciding that it applied to his entire city. That obviously sold enough direct to retail for GW to have a retail store of their own there.
So be careful of catchall generalisation terms like "everyone" in those two statements I quoted unless you're attaching them to a disclaimer like "everyone that I know personally" or "everyone at my gaming club", etc.
Azazelx wrote: ...BUT there's very much a chance that they'll continue to provide "premade" gangs in the Gang Expansions for the... we'll call them the "board game" or "gateway" crowd that the new boxed starter is also clearly aimed at.
Normally, that would be called "sample" gangs. A quick workup designed for one-off mindless games that a veteran player looks at and immediately discards in favor of generating a new gang from scratch.
Um. Okay?
Crimson wrote: I really fail to see how the existence of premade gangs is a problem. As long as there is an option to create your own, it's fine.
This.
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xavier5 wrote: The answer seems pretty obvious, but I'll give it a try anyway Is there any chance minis from Necromunda will be usable in regular 40k ? There's no gang faction I guess I presume at least scenery elements could be reused for both
As gangers? slim to none.
As PDF/Conscripts/Cultists (Genestealer or Chaos)/Inquisitors' Warbands/bits of Ecchlesiarchy/etc? lots.
Tabletop gaming has been using what you would call a DLC model (release a base product, then release add-on products to enhance and expand the base product) since the days of Advanced Dungeons and Dragons.
For example:
Spoiler:
Buy the AD&D Players Guide, GM Guide and Monster manual, then later get the Rangers Handbook DLC, the Tomb of Horror's DLC and the Book of Artifacts DLC.
Buy Warhammer 40K 2nd edition, then later get the Dark Millennium DLC, the Codex: Space Wolves DLC and the Marneus Calgar DLC
Buy the X-Wing core set, then later get the Millennium Falcon DLC, the Tie Advanced DLC and the Rebel Aces DLC
Buy Necromunda, then later buy the Outlanders DLC, the Eschers DLC and the Weapon sprues DLC.
It's the same model. In tabletop games we call them expansions, or just new product releases. Thats how it used to be in computer/video games too, until downloading new content and digital sales became the norm.
Your idea that DLC is "leaving out (existing) core content to release as expansions" is ridiculous. While there are surely instances of that happening in video games/computer games, that not what DLC is and thats not what the term means. That kind of practice is much rarer than people seem to think and is not how games are actually made.
Actually, Jake. In vidaya and computer games they used to be called "expansions", not DLC. Generally consisting of a significant chunk of content that was created following the games' release, and often on a 6-month or so timeframe following the game coming out. Recent-ish examples akin to your Rangers's Handbook and Oriental Adventures or whatever would be RDR:Undead Nightmare, The Ballard of Gay Tony, Diablo III: Reaper of Souls, The Witcher III: Hearts of Stone/Blood and Wine, Wolfenstein: The Old Blood - even Dawn of War: Winter Assault to go back a little further.
Having the campaign rules for Necromunda, having the other team's rules for Blood Bowl available separately is much more akin to having carved a chunk out of the base game (because we know what used to be in the base game in the previous editions) to sell as Day-1 DLC.
(original) Death Zone and Outlanders were expansions.
Spoiler:
There's your Undead Nightmare, your Blood and Wine, your Gay Tony.
Campaign and 3-d terrain rules carved off are your Ambush At Sea mission, your Blade of Galadriel mission.
Your From Ashes.
I mean, I'll still buy the Necromunda book, just like I bought the Season 1 & 2 books for Blood Bowl. But don't piss on my leg and tell me it's raining.
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streetsamurai wrote: Must say that i think it would have been preferable to release the game when at least 2 other gangs would be available. I fear that this might kill a bit of the enthusiasm and will make it harder to attain a critical mass of gamers. Playing campaign with only Eschers and goliaths will get boring fast
I'd expect that at least a pair of new gangs will be out in January. Surprised there's none for December, but I guess there still might be? Unless Shadespire is taking all of those "slots".
The DLC comparisons also miss a key fact; a lot of videogame dlc content is, in fact, already downloaded to your console if you are online or is on your disc and requires a key to access it.
It'd be like Games Workshop saying every copy of Necromunda containted a copy of Gang Wars but as it's encased in in a new indestructible substance you'll need a Necromunda Access Pass to actually use it.
December is traditionally bundles and hobby material month, rarely anything new model wise so expect this year to be no different IMO.
Gang War is a wee bit more than I was expecting. But £75 for the boxed game is reasonable enough that I might pick up two, so I can also have a cheapo Zone Mortalis board.
Hmmm.
Also, share us a pic Brother Nogginthenog! We likes peekachoors.
I'm working at the moment so I only had chance to get a brief look, and can't do pictures right now.
There's a full battle report on the base game and some painting guides too, and a 5 page or so bit about the fluff too, but I don't know if there is anything new in any of it.
20% discount I can get the box, book and cards for just over £80. Not too bad to be fair. Might not even need the cards depending on if they have stuff not inside the boxed game.
Motograter wrote: 20% discount I can get the box, book and cards for just over £80. Not too bad to be fair. Might not even need the cards depending on if they have stuff not inside the boxed game.
Any news on what the separate card packs are?
Cards are for gang tactics, currently there are escher and goliath packs. I think they are in the main game, but are probably needed if you buy the gang box separately, and I would assume that when new gangs are released, they will release tactic card packs for them too.
Nothing is marked as limited, and all the bases, dice and scenery (barriers and doors and so on) in the boxed game is also availabel separately.
I agree with you, BUT there's very much a chance that they'll continue to provide "premade" gangs in the Gang Expansions for the... we'll call them the "board game" or "gateway" crowd that the new boxed starter is also clearly aimed at.
And? I'm genuinely not getting why that's contentious, making it easier for players to get into the game is always a good thing so long as it doesn't result in the more advanced options being removed, which this evidently isn't.
No contention or even snark there. It's simply an observation that with additional cards likely to be part of the overall "gang pack" that premades following on from the core sets' ones are likely to be included as well. I'd even suggest that it's probably quite a good thing (if it happens) as it makes the game even more accessible to newcomers.
I know that you and I usually end up on opposite sides of these arguments, but reading through the thread the other day I was pretty close to full agreement with close to everything you've posted.
Isn't that the third sign of the apocalypse or something?
Gang Card sets (not included with the gang boxes) £9/$15/€12
Hmmmm. The gang boxes are about where I expected, the Gang Wars book is a couple of quid too expensive, but tolerable, but the box game going up a tenner over Blood Bowl is a bit irksome, I was expecting it to be more like 70. Still, tolerable after online discount.
Special Barricades and terrain set : 22.5£
Bulkhead doors: 22.5£
Set of textured (underhive) base, 25 or 32 mm 4£ for 10
Ooooohhhh, depending on the contents and whether they are and remain available from discounters, that bulkhead doors box could be *very* interesting - I was planning to cast them up and use them as the basis of walls for my own 3D version of the Zone Mortalis tiles, but if the price per-bulkhead is low enough then it might be worth just buying them straight-up when you consider time cost and wastage from the casting process.
Just grabbed a quick look over a coffee, gang war book introduces juves and specialists,
Not sure if that is new information or not. It has lists for Escher and Goliath and the campaign rules (which include injury charts, trade charts and so on).
Bulkhead door packs shows a pic of 5 large doors and two small ones per pack.
Did.....did an Ozzie somehow manage to sort of ish compliment GW on their price??
Head asplodes.
It is a good bit cheaper than I was expecting too. Should be able to pick it up for around £60 in Darksphere.
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NoggintheNog wrote: Just grabbed a quick look over a coffee, gang war book introduces juves and specialists,
Not sure if that is new information or not. It has lists for Escher and Goliath and the campaign rules (which include injury charts, trade charts and so on).
Bulkhead door packs shows a pic of 5 large doors and two small ones per pack.
Aha, there is a new SectorMech terrain bundlebox, looks like one big tank thingie, one big chimney thingie, and two rings of walkway with supports. I dunno, is that good value for 70 quid?
The new plasma conduits and gubbinz look awesome though.
EDIT: Aha, good to hear Juves and Heavies are still in, though it looks like GW could have headed off a *lot* of objections and complaints if they'd been a bit cleverer with which tidbits of info they released and in what order.
Those Blood Bowl event cards (Random event, Dirty Trick & Magic Item) were really funny but also often extremely unbalancing. So it was unsurprising that the designers shoved them into the inducements system. The following happened to an Undead player TWICE during his career as a coach and we nearly died from laughing at each incident:
Pregame sequence. Opponent plays a random event (Press gang) in which one Undead player is randomly drafted from the team to serve in the Empire´s navy. But it is not so bad as you might think. There is a chance that he returns to wreak havoc on the field of glory. So he had to roll a dice at half time:
1-2: Escapes and returns in time for the second half.
3-4: Escapes and returns at the end of the match.
5-6: Forced to serve as a slave on an Empire War Galley.
Needless to say he rolled a 5-6 in each case. So what did he lose? A Skeleton or Zombie? No big deal in such a case. Nope, at this time you could hire up to two star players on a permanent basis and the press gang decided to draft none other than the noble but infamous Count Luthor von Drakenborg (180K GPs).
So up to this day two unaging vampire counts equipped with sunglassess and sunblocker serve as oarsmen on an Empire´s war galley. Just this image brings a smile to my face.
Necromunda didn´t have random events but the post-game sequence breathed life into this skirmish game. My Redemptions leader was equipped with "Wunderwaffe" during the campaign. "Wunderwaffe" was a bog-standard meltagun and the nickname was a derogatory term applied by my buddies because it would very often function in critical situations like this:
Hits on a 6 and wounds on a 1. It didn´t take too much time and he was shot in the head because "Wunderwaffe" failed to remove a threat. The result was a lobotomy and his loyal followers searched the Underhive to purchase a lobotomy chip for him. So in the end the gang was led by a zombie with a cursed weapon.
That´s the reason why I play tabletop games. They have the capacity to tell epic stories. And I hope the post-game mechanics will be extensive for the upcoming Necromunda.
That's cheaper than Blood Bowl!!! Clearly whoever typed in those numbers transposed the Australian ones by accident and it should, in fact, say $510.
$150 is... kinda amazing. Now I just need to find a local supplier with a discount.
Also very happy to see them releasing the Necromunda bulkhead doors and barricades separately. In fact the kits appear to come with double what's in the boxed game. I doubt I'll buy them, because I feel it will be more economical to just buy two boxed games (double set of dice/measuring implements, another set of tiles, etc.), but it's cool that they're out there.
And as for the other terrain... I'm heading to the other thread for that but OH MY GOD PLASMA CONDUITS/REGULATORS!!!
Good lord! This gets better and better. Beastmen returning? More hired guns! If they're getting ideas from Rogue Trader, then the hoverbike race and "Smash the Empire" graffiti stick out in my mind
Now, who wants to petition GW to do a Squat style hired gun
otcs wrote: A beastman bounty hunter makes literally no sense. Mutants are outlawed on sight.
They're not Mutants.
They're a recognised, if barely tolerated, species of Ab-Human. Sapiens Variatus. Can't include the first part because of work filter.
Also we're talking about gang wars in the lawless underhive here, not the guest list for a ball at the Governor's Palace. While the Redemption would no doubt roast Goat the Bounty Hunter on-sight, there's a lot more leeway for muties and weirdos down near the Sump than there is in the wider Imperium.
Seriously though - that sidebar is bloody brilliant. While I'm more a 2nd/3rd-era fluff person(RT has a little bit too much "nerds? pff we're totes not nerds, we're only enjoying this ironically see we're taking the piss out of ourselves constantly ahaha nerds suck" self-consciousness about it for my taste), those ideas all sound awesome and it looks like the Necromunda range will be a goldmine for INQ28 even beyond the kitbashing opportunities from the core gangs.
I actually feel a wee bit...odd. I've not been this well-disposed towards GW in a decade, it's kinda like indigestion without the acidity.
Mad Doc Grotsnik wrote: I really hope this becomes quite the anarchic slice of Imperial life.
So much enthuse!
This is what I am most excited about with Necromunda. Warhammer 40k doesn't make for the best place to showcase the eccentricities of humanity in the 41st millennium, which is an area I've always been particularly interested in. I'm hoping that GW really goes whole hog with this and releases a larger range of characters that would not be possible at the large skirmish games.
I hope it turns into the freakiest of freakshows. This is the underhive we are talking about here, home to the lowest of the low and bizarre creatures that defy description. Necromunda has always been a mashup of western posses, B-Movie sci-fi and advanced urban decay, taking heavy inspiration from Judge Dredd and Mega City One. There are all sorts of weird and wonderful characters that could make somewhere so remote and dangerous home.
So merely being positive is adding to the conversation, yet being negative is not? Just so we're clear.
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Ruin_In_The_Dark wrote: I hope it turns into the freakiest of freakshows. This is the underhive we are talking about here, home to the lowest of the low and bizarre creatures that defy description. Necromunda has always been a mashup of western posses, B-Movie sci-fi and advanced urban decay, taking heavy inspiration from Judge Dredd and Mega City One. There are all sorts of weird and wonderful characters that could make somewhere so remote and dangerous home.
This is exactly what I hope it doesn't become. Necromunda was about exploring the humans of the Imperium, not shoving every freak in the 40k lore in there.
otcs wrote: So merely being positive is adding to the conversation, yet being negative is not? Just so we're clear.
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Ruin_In_The_Dark wrote: I hope it turns into the freakiest of freakshows. This is the underhive we are talking about here, home to the lowest of the low and bizarre creatures that defy description. Necromunda has always been a mashup of western posses, B-Movie sci-fi and advanced urban decay, taking heavy inspiration from Judge Dredd and Mega City One. There are all sorts of weird and wonderful characters that could make somewhere so remote and dangerous home.
This is exactly what I hope it doesn't become. Necromunda was about exploring the humans of the Imperium, not shoving every freak in the 40k lore in there.
And they will be exploring at least one Beastman ab-human.
For me Necro is about options. You want bionic pitfighters with drill arms? got it. Flaming hat wearing chainsaw priests? Done. Mutant freak-beasts with tentacle eyes and 3 arms that would be shot on sight anywhere else? Necro has you covered. Want a straight up gun fight between dock working chem smugglers? Its all good. The more options the better in my book.
Ruin_In_The_Dark wrote: I hope it turns into the freakiest of freakshows. This is the underhive we are talking about here, home to the lowest of the low and bizarre creatures that defy description. Necromunda has always been a mashup of western posses, B-Movie sci-fi and advanced urban decay, taking heavy inspiration from Judge Dredd and Mega City One. There are all sorts of weird and wonderful characters that could make somewhere so remote and dangerous home.
I am also very keen on the scenario Critter Hunt. Several gangs don´t fight each other but try to kill a lot of random critters (giant rats, giant spiders, ripper jacks (flying face huggers) & giant worms (look like D&D carrion eaters) to earn bounty. It is perfect to teach the game to beginners without roflstomping them into the ground. Sadly we will probably see those critters after the main houses have been published.
Taking inspiration from Judge Dredd the following scenario could be played: Tags all over the place
The juve gang "Tag Kings" try to ridicule Governor Helmawr by applying mocking tags on a statue or propaganda poster of him. The Arbites must naturally try to stop them before their heinous crime is completed.
Ruin_In_The_Dark wrote: For me Necro is about options. You want bionic pitfighters with drill arms? got it. Flaming hat wearing chainsaw priests? Done. Mutant freak-beasts with tentacle eyes and 3 arms that would be shot on sight anywhere else? Necro has you covered. Want a straight up gun fight between dock working chem smugglers? Its all good. The more options the better in my book.
And the plague zombies! Don't forget the plague zombies!
I do hope it becomes anarchic. I remember an article from White Dwarf back in the day "It came from the sump" where it talked about seeking inspiration from B-Movies to come up with entertaining scenarios and events.
I imagine people paying AUD must be happy. I can't believe anyone could act like the campaign stuff should be DLC or is in anyway optional. It'd be like playing XCOM, but only the ground battles. It'd be half a game, regardless of how much you like that half of the game. Fans of the Geoscape would be rightfully angry.
Especially considering how popular that campaign format has become again(or remained). You think they'd put their best foot forward on this one.
Wonder if we might see lesser known Xenos breeds? I can imagine something Skavenesque (NOT HRUD WHO ARE NO LONGER SPACE SKAVEN. So there *Deep breath, and relax*) lurking quite happily amongst the goo and the pollution, with delusions of military adequacy.
Potent enough to threaten Gangs, laughable enough to never dare assaulting the upper levels.
I'm sure the little birds (the ones that come complete with large bags of salt. You know the ones) suggested we might see those in expansions that include other Spires?
Fair point, it just seemed like an obvious answer to what seems to be a non-issue really. Plus I am sure the Inq28 people would love to have all those factions represented at some point.
Mad Doc Grotsnik wrote: I'm sure the little birds (the ones that come complete with large bags of salt. You know the ones) suggested we might see those in expansions that include other Spires?
Pretty sure that was the team itself talking about an alternative hive expansion book.
Hive Secundus? That's fallen on to its side and is infested by stealer cult.
Seems pretty nailed on the be the one after gang war
As I've maintained for a while now, Chaos and the wider Galaxy (AoS and Warhammer included) have for too long had a distinct lack of gribbly body horror.
We're told mutants are a fact of life, but rarely if ever see any beyond Librarians and other human Psykers.
I mean, I get the really way out designs are tricky when it comes to designing models (when your torso is your head, how much variety can your sculptor include, whilst also making you stand out amongst your mutie mates?)
Thoughts return to the old metal Chaos Spawn model, and indeed the current plastic one. Something like that could work for Mutants. Give us lots and lots of limbs with 'universal' plug/attachments. Have the hands separate, feet separate. Make the whole kit a smorgasbord of manky stuff waiting for us to put them together....
Twas sculpted for Necromunda along with two Firedragons. My memory is a little hazy, but I remember a scenario that appeared in an old citadel journal about the Eldar making an appearance through an ancient webway gate and getting involved in mercenary work with gangers to recover an artifact. Don't forget the appearance of Genestealers happened in other scenarios as well...
Ruin_In_The_Dark wrote: Fair point, it just seemed like an obvious answer to what seems to be a non-issue really. Plus I am sure the Inq28 people would love to have all those factions represented at some point.
Honestly? Not really. Necromunda is a broad setting and could get broader for sure, but it should stay its own thing to some degree. GSC are fine because we already know there are GSC on the planet from the existing fluff, but I'd prefer it didn't eventually turn into "Kill Team but also with gangs" - a single Aspect Warrior or Space Marine would wade through most Necromunda denizens like they were balloons full of jam, most of the broader 40K universe should be kept well away IMO.
I'd welcome it if they decided to do additional settings using the same basic rules engine(GorkaMorka, for a start), but they should all remain distinct by default and if players want to mash them up they can do it themselves with house rules.
Regardless of format, I just want the possibility to be there really, even if it is in another book/setting/location/whatever. I don't expect or even want it to be main-game material but having the choice to add some weird and wacky would be nice.
See, this is where I think the Gang War book approach could seriously win out. And I'd like to explain why.
As well as being a TTG nerd, a MTG nerd and a LARP nerd, I'm also a P&PRPG nerd. And it's the model of the last where I think Necromunda could work best.
In short, the rule book is your main source book. The Gang War books as they come out are the optional books. Stuff like expanded Magic Spells, a Bestiary for That Continent Over There, The Bard's Super Special Cookbook etc. Book which add to the game, but are by no means compulsory.
Gang War needs to be that. One might deal with Religions/Sects of gangs. That could introduce Chaos Cults amongst the House Gangs as well. But because it's a singularly contained bolt-on, no need to include it if your group don't wanna roll that way.
Let the main rulebook be the trunk of things - and everything optional leafy, branchy goodness.
All have their place in the Sump and the Underhive!
Please remember to bring along your Spartacus-inspired pit fighter slave rebels, inbred moonshine-brewing hillbilly snake hunters, traveling merchants dealing with bone reliquaries and general assortment of giant rats-riding native Sumpians. Oh, and zombies. Lots and lots of plague zombies.
Twas sculpted for Necromunda along with two Firedragons. My memory is a little hazy, but I remember a scenario that appeared in an old citadel journal about the Eldar making an appearance through an ancient webway gate and getting involved in mercenary work with gangers to recover an artifact. Don't forget the appearance of Genestealers happened in other scenarios as well...
Wasn't unreleased, I owned it and his Fire Dragon bodyguards. The minis were ropey, or maybe as the page more politely say they didn't fit into the Elder aesthetic. It was those little things that made the old Necro so crazy awesome.
I would be all over a plastic scummer box. Thinking empire free company style with loads of random bits. It probably won't happen but its a converters dream. They could even double up as imperial scratch companies if they needed a cross over to boost sales.
Yodhrin wrote: I'd prefer it didn't eventually turn into "Kill Team but also with gangs" - a single Aspect Warrior or Space Marine would wade through most Necromunda denizens like they were balloons full of jam, most of the broader 40K universe should be kept well away IMO.
Very much agree. I only suggested GSC because (a) they fit the theme of civilian-focused narrative and (b) the models already exist and are amazing. But yes, you are right that Kill Team/Shadow War should be going on somewhere else.
Mad Doc Grotsnik wrote: See, this is where I think the Gang War book approach could seriously win out. And I'd like to explain why.
As well as being a TTG nerd, a MTG nerd and a LARP nerd, I'm also a P&PRPG nerd. And it's the model of the last where I think Necromunda could work best.
In short, the rule book is your main source book. The Gang War books as they come out are the optional books. Stuff like expanded Magic Spells, a Bestiary for That Continent Over There, The Bard's Super Special Cookbook etc. Book which add to the game, but are by no means compulsory.
Gang War needs to be that. One might deal with Religions/Sects of gangs. That could introduce Chaos Cults amongst the House Gangs as well. But because it's a singularly contained bolt-on, no need to include it if your group don't wanna roll that way.
Let the main rulebook be the trunk of things - and everything optional leafy, branchy goodness.
No, I'm totally on board with that sort of thing, I just don't think any of those sourcebooks should be adding mainline-40K races in that don't really fit into Necromunda. Small-scale games with 40K races is what Kill Team and Shadow War are for, I want 100% of GW's resources for Necromunda to go towards fleshing out that place, not contriving reasons why there are squads of Eldar and Marines and Orks etc wandering around. Adding that kind of stuff in a "proper" expansion book is completely different to adding it via the old Citadel Journal, which was basically just a collection of house rules that happened to have been written by people working for or with access to people from GW - you couldn't show up and expect that your odd little scenario or bizarro Ork warband would be accepted by everyone without discussion, but if GW do that stuff "officially" then by default someone could, and honestly I'm sick of being the "bad guy" who has to argue with people showing up to groups I'm involved with wanting to play Sigmarines in Mordheim or whatever the equivalent ends up being for Newcromunda.
To be fair you can potentially justify an Imperial Fist marine off on some sort of personal mission - a test, a recruiting drive or whatever. Might make an interesting scenario. Necromunda is one of their recruiting worlds after all.
How is this going to work? Assuming you place line of sight blocking terrain every 8" you can literally walk across the entire board without being shot at all.
How is this going to work? Assuming you place line of sight blocking terrain every 8" you can literally walk across the entire board without being shot at all.
*shakes head in disbelief*
Hence the tunnels which generally have about 2-6" LOS. It's what would work and fit into a reasonably priced box.
But seriously, have you even seen a necromunda board setup? 8 inches is nothing. Give me a three or four level tall 2'x2' chaotic mess of bulkheads platforms and impending death. It's why I posted that reasonably priced MDF a while back, mine ships Wednesday.
you mentioned "Imperial Citizens confirmed" - can you point to where?
One little side bit mentions the hired guns and all that and goes in to random names like a water prospector and how they are hyped to do non gang things.
Yes. Those are mostly non-combative hired guns. They give a small perk ingame but only show up in a very small amount of scenarios like there's a chance if you get raided so they can be killed.
‘So You can build a deck based on the ones in the box’ is quite ambiguous... does that mean the cards are in the box already? Or they expand the decks in the box?
‘So You can build a deck based on the ones in the box’ is quite ambiguous... does that mean the cards are in the box already? Or they expand the decks in the box?
The ones in the starter box are your basic cards. The gang specific ones are totally new cards that you add to the basic deck. Its not deck building per mtg. The cards are burn cards that you get one use of then discard
You are gonna want more models for your gang than come in the box, so if the cards in the Esher and Goliath expansions are not included in the main box...it's not like you won't need those extra ganger models.
Oh dear, the first things that make me a bit queasy have popped up. From the WD scans on imgur:
We've also streamlined the post-battle sequence which could sometimes take as long as an actual game! Now injuries happen during the game rather than after - it's more gratifying knowing your ganger has blown someone's arm off straight away! - and new skills are earned at the start of a battle, so you get to use them straight away rather than waiting until next time.
Hmmmmm. The postgame sequence was always one of the biggest strengths of the campaign skirmish Specialist Games, and hearing them use words like "streamlined" in regards to it is not encouraging.
I am so utterly stoked about this - Just had a good read of my shiny new WD, and I'm forseeing myself flinging huge proportions of my disposable income at anything Necromunda in the immediate future.
Small model count, build your own character (or gang of characters!) skirmishy, heavy terrain, grimdark madness - ah, there's not many boxes this baby isn't ticking!
Fango wrote: You are gonna want more models for your gang than come in the box, so if the cards in the Esher and Goliath expansions are not included in the main box...it's not like you won't need those extra ganger models.
I'm actually hoping the campaign has a decent drag mechanism that stops gang numbers swelling up. Necromunda always shone best for me when the numbers were smaller
Warhams-77 wrote: Those scenery bases are in the boxed game as well - via B&C
WTF, more Sector Imperials textures? Where are my 25mm Sector Mechanicus bases!?! How about mixing some of those in with the Zone Mortalis ones? For the love of all that is grim and dark in this world, my GSC neophytes are still baseless!!!
otcs wrote: If I remember the article says gangs are going to be large (10-20 plus extra henchmen) but the vast majority of the time you won't be using them all.
Hm, I've often thought you should just pick from a larger gang up to an equal creds cost with the other gang. Seems a good way to avoid the run away success problem where gangs can't realistically play equal scenarios after a few games.
The original rules does this flawlessly in smaller gangs have a much higher chance of choosing scenarios that give them an edge and don't use the full amount of models.
otcs wrote: The original rules does this flawlessly in smaller gangs have a much higher chance of choosing scenarios that give them an edge and don't use the full amount of models.
You and me disagree on what qualifies as "flawlessly". By a significant margin
Fango wrote: You are gonna want more models for your gang than come in the box, so if the cards in the Esher and Goliath expansions are not included in the main box...it's not like you won't need those extra ganger models.
I though the the gang members were in one box and the cards are seperate packs. The cards already in a box is talking about the core box not the expansion gangs. At least what I read, and I have skipped a few pages.
Fango wrote: You are gonna want more models for your gang than come in the box, so if the cards in the Esher and Goliath expansions are not included in the main box...it's not like you won't need those extra ganger models.
I though the the gang members were in one box and the cards are seperate packs. The cards already in a box is talking about the core box not the expansion gangs. At least what I read, and I have skipped a few pages.
Well, if that is the case, then there is nothing to worry about at all...for some reason I thought it was going to be like Shadespire, where unique cards were included in each warband expansion.
I hope they'll release some 'Hangers-on' models. A rogue doc as some kind of human painboy and of course the cook with a bag (or cauldron) full of rats.
The bottling sounds interesting from what I was told. It sounds you take bottle tests as normal. But if you fail the game does not end. Instead individual gangers take cool tests to see if they bottle. So bottling process is longer.
Warhams-77 wrote: Those scenery bases are in the boxed game as well - via B&C
WTF, more Sector Imperials textures? Where are my 25mm Sector Mechanicus bases!?! How about mixing some of those in with the Zone Mortalis ones? For the love of all that is grim and dark in this world, my GSC neophytes are still baseless!!!
Woh woh woh $6.50 for 10 bases? thats it?
whats going on with gw and there accessory prices all of a sudden.
The pricing on those bases is reasonable compared to their past stuff. I hope they recut or repackage the sector imperialis ones. I don't like the 25mm and 32mm being in seperate boxes, considering Necromunda will be mostly those sizes I dont see the need for 40mm or higher bases being mixed in with smaller sizes.
Thargrim wrote: The pricing on those bases is reasonable compared to their past stuff. I hope they recut or repackage the sector imperialis ones. I don't like the 25mm and 32mm being in seperate boxes, considering Necromunda will be mostly those sizes I dont see the need for 40mm or higher bases being mixed in with smaller sizes.
I'm hoping that's the reimaging of the Orlocks, that guy looks awesome. They are the miners of the houses, so having access to the raw materials would lead one to imagine they should be the best armored of the gangs. I'm guessing it's a hired gun though. Or maybe GW's new take on an Enforcer.... though I think it's a bit early for imagines of them yet.
I'm hoping that's the reimaging of the Orlocks, that guy looks awesome. They are the miners of the houses, so having access to the raw materials would lead one to imagine they should be the best armored of the gangs. I'm guessing it's a hired gun though. Or maybe GW's new take on an Enforcer.... though I think it's a bit early for imagines of them yet.
pretty sure it's a goliath. Guy even have the collar stem injector.
I'm hoping that's the reimaging of the Orlocks, that guy looks awesome. They are the miners of the houses, so having access to the raw materials would lead one to imagine they should be the best armored of the gangs. I'm guessing it's a hired gun though. Or maybe GW's new take on an Enforcer.... though I think it's a bit early for imagines of them yet.
pretty sure it's a goliath. Guy even have the collar stem injector.
Yeah, plus the larger revolver gun. Plus the armor plates seem to resemble that of a Goliath. The only thing that is off is his physical build and the helmet. None of the Goliath models i've seen have a helmet that looks like that, only some gas mask type things. Maybe its just an earlier piece of art where they weren't sure what direction they were going in with them yet.
Hmm. With all this info, we're certainly getting spoilt here! Not a bad thing, but my hype levels have reached critical mass...
But I'm wondering what the theme/traits of each gang will be. Now, this is purely speculation and going off the old Necromunda, so if anyone wants to chip in with their ideas, go right ahead!
Escher - chemical weapons, plasma weaponry, speed.
Goliath - strength, brutish weapons, melee.
Orlock - industry, materials, equipment.
Van Saar - technology, energy weapons, rare gear.
Delaque - stealth, subterfuge, silent weaponry.
Cawdor - zealotry, flame weaponry, religious fanatics.
They still existed in the lore, that's literally the very first sentence they greet you in the Necromunda website.
Um...
necromunda.com wrote:An underworld of corrosion.
Humor aside, the section you're actually referring to is calling you, the reader, a juve, not stating that there are juves available as a choice for fielding your gang.
Breotan wrote: More to the point, the section you're actually referring to is calling you, the reader, a juve, not stating that there are juves available as a choice for fielding your gang.
Well "rules for Juves appear in Gang War while heavies have been subsumed by the Champion and Specialist roles." this confirms there will be juves as choices anyway
The skills at the start of the game thing seems weird. I mean the injury thing is neither here nor there - you could roll that whenever and it wouldn't make any real difference (Out of Action is Out of Action), but getting skills not after a game?
I really hope the advance system is good in this. Original Necromunda wasn't perfect, and SWA was waaaaaay too streamlined.
Dr. Mills wrote: Hmm. With all this info, we're certainly getting spoilt here! Not a bad thing, but my hype levels have reached critical mass...
But I'm wondering what the theme/traits of each gang will be. Now, this is purely speculation and going off the old Necromunda, so if anyone wants to chip in with their ideas, go right ahead!
Escher - chemical weapons, plasma weaponry, speed.
Goliath - strength, brutish weapons, melee.
Orlock - industry, materials, equipment.
Van Saar - technology, energy weapons, rare gear.
Delaque - stealth, subterfuge, silent weaponry.
Cawdor - zealotry, flame weaponry, religious fanatics.
There is a big piece on the background of Necromunda in White Dwarf, no guessing required. And the Van Sara have a secret. One hellof a secret. It’s why they wear the suits all the time.
Anyway enough of that; the Van Saar are the richest due to the quality of the gear they make, the Escher are probably a close se second or third due to their expertise with chemicals and alchemy. Cawdor are the poorest and most populous and run the biggest recycling operation on the backs of fanatic labour. Delaque are still Delaque and definitely not the Alpha Legion in disguise. Goliaths run the forges and hate the Escher while being entirely dependent on them for their meds, and the Orlocks run all the mines and operate vast convoys out in the wastes, including entire gangs of scouts and outriders.
I'd love to say 'hell yeah', but I suspect we won't get glimpses of those until at least the 40k Open Day. Because at that point, everything we've seen so far will be available for Necromunda.
Which I'm going to.
And by glimpse and 'I'm going to', I of course mean I've got tickets to both days, already know where the studio is, and roughly how many doors I need to get past to get inside and start snapping.
H.B.M.C. wrote: The skills at the start of the game thing seems weird. I mean the injury thing is neither here nor there - you could roll that whenever and it wouldn't make any real difference (Out of Action is Out of Action), but getting skills not after a game?.
I think it’s so that you’re more likely to remember to use the new skills and also encourage you to rethink your strategy based on the changes. Additionally, depending on how the skills are selected, if you get any degree of choice it might affect which skills you choose based on your opponent.
H.B.M.C. wrote: The skills at the start of the game thing seems weird. I mean the injury thing is neither here nor there - you could roll that whenever and it wouldn't make any real difference (Out of Action is Out of Action), but getting skills not after a game?.
I think it’s so that you’re more likely to remember to use the new skills and also encourage you to rethink your strategy based on the changes. Additionally, depending on how the skills are selected, if you get any degree of choice it might affect which skills you choose based on your opponent.
I think this does opposite of encourating to rethink your strategy. You don't have much of time to do that...
What about gear? New skills could affect that. If my ganger gets good CC skill I might want to give him a weapon!
All offset by the 'hahahah.....give that man a hand....too soon?' type bantery nonsense.
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rtb02 wrote: Do we know the size of area the tiles can cover yet please?
2x3 by the look of it, but don't quote me on that.
Wonder how well board sections from other games will slot in? Like Deathwatch Overkill (you do not want to get knocked off those gantries...) Calth etc. Ignore the hexes and they could add variety.
There is a big piece on the background of Necromunda in White Dwarf, no guessing required. And the Van Sara have a secret. One hellof a secret. It’s why they wear the suits all the time.
???
What is it?
It's Psoriasis isn't it? Icky yucky psoriasis. Really hard to paint too. Better they wear stillsuits.
otcs wrote: Van Saar have STC which is poisoning them.
It also raises the question of how they still have hold of it. As shouldn't the Ad-Mec would be all over a functioning STC even if it had a flaw. The Delaque are implied to use the Chem’s, I guess Spook, produced by the Escher to produce psykers, which even with the suspicion they are doing it would bring the Inq down on them both. Is the new Necromunda introducing some new fluff for the Imperium where something are allowed or tolerated more than they used to be.
I feel such shenanigans going on in a major Hive show the many flaws of the Imperium. It's nice to have laws and that. But if people ignore them....whatcha gonna realistically do about it?
First, you need to know they're flouting it. And given House Helmawr does very well out the illicits, why rattle that cage and upset that applecart? So long as the tithes are paid on time, and you don't try to obstruct the Inquisition or Administratum, it must be very hard for anyone to really care what goes on beyond the veil. There's too many planets to police effectively.
Not when its the Van Saar producing the tech you rely upon.
They've shifted the background a little bit.
Van Saar and Goliath rely on Escher. First for purgatives, second for growth elixirs and stuff.
Orlock and Delaque rely on Van Saar. One for drilling and mining equipment, the other for sneakysneak equipment.
Cawdor provide the raw labour force, keeping prices down - everyone benefits.
It's basically your standard political hierarchy, where everyone supports everyone else at some point along the line. Pull out one card, the rest are at serious risk of falling down.
Rat on Van Saar to the Ad Mech, and you not only lose their tech, but will be solely limited to using Ad Mech approved equipment. Chances are, the STC Van Saar use produces stuff unseen and unheard of anywhere else in the Galaxy.
Maybe the Ad-Mec is aware tbh, as I was always under the impression they licenced the tech out. A well I'm sure we'll find out more when the book drops. Also, if Spyers reappear I wonder if they'll be out and out Tau tech rather than implied.
That's cheaper than Blood Bowl!!! Clearly whoever typed in those numbers transposed the Australian ones by accident and it should, in fact, say $510.
$150 is... kinda amazing. Now I just need to find a local supplier with a discount.
Yeah, that. Unless it gets errata'd with a big price bump before actual release (remember the ROB board's initial release?)
LMK if you find a local place with a better-than-pathetic discount (and I'll do the same), else I'll probably still have to ship mine in from the UK regardless.
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otcs wrote: Christ this is gonna turn into a freakshow circus.
Ruin_In_The_Dark wrote: I hope it turns into the freakiest of freakshows. This is the underhive we are talking about here, home to the lowest of the low and bizarre creatures that defy description. Necromunda has always been a mashup of western posses, B-Movie sci-fi and advanced urban decay, taking heavy inspiration from Judge Dredd and Mega City One. There are all sorts of weird and wonderful characters that could make somewhere so remote and dangerous home.
This is exactly what I hope it doesn't become. Necromunda was about exploring the humans of the Imperium, not shoving every freak in the 40k lore in there.
Nultaar wrote: Maybe the Ad-Mec is aware tbh, as I was always under the impression they licenced the tech out. A well I'm sure we'll find out more when the book drops. Also, if Spyers reappear I wonder if they'll be out and out Tau tech rather than implied.
There's no way the AdMech would "licence" out anything. If they found out they'd wade in there, kill or lobotomise everyone and then take the STC themselves.
otcs wrote: A self sufficient House would have a significant advantage.
But there aren't any. They're all mutually dependant on each other. None really have the strength to challenge another House, and emerge capable of fending off the other four.
Basically, they need each other more than they need to take each other out. Matter of infrastructure old bean. And standard politicking to get what you want in a way that everyone else is comfortable turning a blind eye to. Act too overtly, and the other Houses will come down on you. Be that simply trade sanctions or more aggressive tactics doesn't matter. You'd suffer, and soon be deposed as leader of your House.
H.B.M.C. wrote: The skills at the start of the game thing seems weird. I mean the injury thing is neither here nor there - you could roll that whenever and it wouldn't make any real difference (Out of Action is Out of Action), but getting skills not after a game?
I really hope the advance system is good in this. Original Necromunda wasn't perfect, and SWA was waaaaaay too streamlined.
Doesn't really make any sense as written. So you either randomly roll your "MVPs" at the start of the game and skill them up, or you just count up their exp after a game and wait till next game to roll your skills?
The old system made total RPG-sense of "the paperwork" being done at the end of the session. I guess we can always look at it and tweak per gaming group. After all, Necro really is far from it's best as a PUG, it's best as a campaign with friends or a regular group.
Nultaar wrote: Maybe the Ad-Mec is aware tbh, as I was always under the impression they licenced the tech out. A well I'm sure we'll find out more when the book drops. Also, if Spyers reappear I wonder if they'll be out and out Tau tech rather than implied.
Could be lots of things, maybe they 'think' they have an STC but really they have a 5th generation knock off that the AM laughs at. It gives them an edge over everyone else but it's not really a 'mobilize the fleet and tear this world apart' sort of artifact.
As for Spryers my theory was always the suits were Venom style symbiots and an alien life form of their own. They never made sense as Imperial (or Tau) tech.
I like that we've finally seen a map of the world at large.
As for skills ... end of one game, beginning of the next - makes no real difference to me. Depending on time constraints I've often done the "post-battle" sequence at the start of the next session.
Nultaar wrote: Maybe the Ad-Mec is aware tbh, as I was always under the impression they licenced the tech out. A well I'm sure we'll find out more when the book drops. Also, if Spyers reappear I wonder if they'll be out and out Tau tech rather than implied.
Could be lots of things, maybe they 'think' they have an STC but really they have a 5th generation knock off that the AM laughs at. It gives them an edge over everyone else but it's not really a 'mobilize the fleet and tear this world apart' sort of artifact.
As for Spryers my theory was always the suits were Venom style symbiots and an alien life form of their own. They never made sense as Imperial (or Tau) tech.
That makes sense in a way as the suits themselves are beyond Imperial or Tau tech. They could easily be like the Halo devices from the Ghoul stars introduced in the 40kRPG line.
As I understand it, injuries that end up maiming your guys are done during the fight.
On the other side, if skill upgrades involve a lot of choice, where you have many options to choose from as opposed to just roll dice, doing them at the beginning of the next game gives you more time to think.
But if it's a lot of rolling on tables, followed by the phase where you buy new toys, then doing it at the beginning doesn't help much. It just hurts the modeling aspect.
I just had a quick look at the gear of the Goliath gang. One of them was equipped with a combat shotgun. Is it still possible to load the gun with solid, scatter and dum dum slugs? And can the grenade launcher still fire other ammo types than frag & krak?
And everything appears to be modular, so whilst some things have to go together (the fuel tank with the chem sprayer), the majority of arms are mix'n'match (ie. you don't have to make a Goliath with 2 axes, you can give him a Stubgun and one axe).
Even some of the duplicates are different, so the sprues allow the Escher to make two girls with twin Laspistols, and they'll look completely different (other than aesthetic similarities).
H.B.M.C. wrote: And everything appears to be modular, so whilst some things have to go together (the fuel tank with the chem sprayer), the majority of arms are mix'n'match (ie. you don't have to make a Goliath with 2 axes, you can give him a Stubgun and one axe).
Even some of the duplicates are different, so the sprues allow the Escher to make two girls with twin Laspistols, and they'll look completely different (other than aesthetic similarities).
Ruin_In_The_Dark wrote: Has there been any pics of sprues? Wondering what the weapons options are like, the gangs look a little too limited in terms of equipment in the pics.
I was wondering about that too, the sprue show in the how to build clip are not all, there're definitely more. Probably Autogun/autopistol, and shotgun (as showed in the pic), and maybe the Sawed off shotgun like in the cover too. (hopefully they give enough for a whole team) Leader for Escher seem to stuck with the Combi-bolter + Whip if you want to keep the coat tho. Goliath have no special coat for leader like Escher. No sight of other Heavy weapon for Escher. (I hope there'll be a heavy bolter/autogun one, or maybe a portable gatling gun)
Shall be travelling up the Friday beforehand (executive decision, and I'm taking the train), and aiming to be first in the queue on the Saturday. If not first, defo right up the front.
Guaranteed we will see Arbites/enforcers at some point.
As far as the skills at the beginning of the game, I somehow got the impression that the skills would on cards and randomly drawn...not sure what I read that made me think that...
Dr. Mills wrote: Hmm. With all this info, we're certainly getting spoilt here! Not a bad thing, but my hype levels have reached critical mass...
But I'm wondering what the theme/traits of each gang will be. Now, this is purely speculation and going off the old Necromunda, so if anyone wants to chip in with their ideas, go right ahead!
Escher - chemical weapons, plasma weaponry, speed.
Goliath - strength, brutish weapons, melee.
Orlock - industry, materials, equipment.
Van Saar - technology, energy weapons, rare gear.
Delaque - stealth, subterfuge, silent weaponry.
Cawdor - zealotry, flame weaponry, religious fanatics.
Don't forget Delaque have 'forced' psykers. I assume from chems like Spook. Guess mindreading is a good way to find out secrets. Who'da thunk it?
I kind of hope that pic isn't an orlock ganger. I don't see the biker look surviving into this edition but I hope they keep some of the old look like the bandana/loincloth combo.
Also sweet combi-stubber, that's the first non-bolter combi weapon I recall seeing.
Ruin_In_The_Dark wrote: I kind of hope that pic isn't an orlock ganger. I don't see the biker look surviving into this edition but I hope they keep some of the old look like the bandana/loincloth combo.
Also sweet combi-stubber, that's the first non-bolter combi weapon I recall seeing.
I think you are probably right about the biker image not making it into this edition (though personally I think that image would make for a cool Orlock ganger). I do hope that if it carries over they go with the more modern Specialist Games one (with the pirate style bandanas, facial hair, and stronger biker themed gear) than the West Side Story ones. I just thought those models were so uninteresting.
Theme wise I love the Orlocks and the Van Saar, but I think their original models lacked a lot in character, and I think they are the two houses most likely to get a more distinct look in the new edition. I think Van Saar will definitely look a lot more techy and sickly (rather than just Chuck Norris clones in rubber suits), and the Orlocks will have a pretty new look with a few call backs to the older models I imagine Cawdor and Delaque will stay pretty much the same, just with more modern models, as they had pretty characterful and easily recognizable outfits.
Plasma weapon are different in this necromunda it seem. From the plasma pistol profile they look like they're have only 1 fire mode, better than the old minimum power profile, no longer explode, no rapid fire/substained fire and deal 2 damage.
There is mention that the two gangs will be available on day one..
Any word if the release will be like the Overkill GSC were you have better weapon array with a unit box set release. (new weapons / different sculpts)
Or more like blood bowl where they just package up the models from the main box set. (same as starter set miniatures)
Want to put my order in early and already have a ton of Escher but if the starter box set and gang box set has different miniatures I don't mind picking them up.
Genoside07 wrote: There is mention that the two gangs will be available on day one..
Any word if the release will be like the Overkill GSC were you have better weapon array with a unit box set release. (new weapons / different sculpts)
Or more like blood bowl where they just package up the models from the main box set. (same as starter set miniatures)
Want to put my order in early and already have a ton of Escher but if the starter box set and gang box set has different miniatures I don't mind picking them up.
I'm pretty certain they will be the exact same sprues, so exactly like blood bowl in that sense.
Yeah the page from WD show the exact same team. Although you only get normal plastic base instead of necromunda base if you bought the gang separatedly.
Chopstick wrote: Plasma weapon are different in this necromunda it seem. From the plasma pistol profile they look like they're have only 1 fire mode, better than the old minimum power profile, no longer explode, no rapid fire/substained fire and deal 2 damage.
Nah man.
The GW guy in the BoW video does say rolling a 1 to hit with Plasma is very bad. As he then doesn’t roll a 1 we don’t know what bad looks like, but there does seem to be some kind of overheat.
Chopstick wrote: Plasma weapon are different in this necromunda it seem. From the plasma pistol profile they look like they're have only 1 fire mode, better than the old minimum power profile, no longer explode, no rapid fire/substained fire and deal 2 damage.
Nah man.
The GW guy in the BoW video does say rolling a 1 to hit with Plasma is very bad. As he then doesn’t roll a 1 we don’t know what bad looks like, but there does seem to be some kind of overheat.
Plasma pistol have a "scarce" rule, which I suppose is the opposite of "plentiful" in las weapon, so maybe they become malfuntion when run out of ammo?
Not liking the whole "bands of paid warriors" aspect. I know those were mentioned in old Necro lore as fighters for border skirmushes and security details, but that's all HIVE stuff. Necromunda was as interesting a setting because we had free people gunning each other down, not the usual war professionals from the rest of 40k. More dregs than elite of the elite of the elite Grey Knights.
My gangs will be scum, adventurers, wide-eyed juves, dreamers and cold killers teaming up in the UNDERhive to survive and get rich. Like a gang, not PMC dudes calling themselves The Expendables. They will carry out a few contracts for their house if paid, sure, but not really work for it.
PS: And I hope the STC thing is more subtle than in the article. Current GW is known for extreme sublety, I guess.
The proxy war was always a thing, but as you say the hives a big place and for every ganger doing a houses dirty work there is another out just for themselves.
As for the STC I agree, I hope its something akin to a dark rumour. Model wise I am hoping the Van Saars are now like Fallouts Ghouls in high tech gear, no hair, ragged skin etc. I think that would contrast nicely with the cutting edge suits and weapons.
Rather than standing troops, they strike me more as Mercs, and on performance related pay.
Van Saar need a modification to the stillsuit look. Works in movies, looks a bit gimpy on models (though the Megacity Kneepads didn't really help, as it made their joints look swollen).
All that necro background looks like it's in the "omniscient narrator" viewpoint. I'm pretty sure House van Saar don't go around advertising that they've got an STC system (the one from the original colony expedition, presumably; I imagine that a Mr or Dr something van Saar was the colony chief engineer). Likewise Houses Escher and Delaque aren't telling anyone that they're dealing in Spook and unsanctioned telepaths, or that House Goliath are growing their own mutants.
Mad Doc Grotsnik wrote:Rather than standing troops, they strike me more as Mercs, and on performance related pay.
Van Saar need a modification to the stillsuit look. Works in movies, looks a bit gimpy on models (though the Megacity Kneepads didn't really help, as it made their joints look swollen).
Ruin_In_The_Dark wrote:The proxy war was always a thing, but as you say the hives a big place and for every ganger doing a houses dirty work there is another out just for themselves.
As for the STC I agree, I hope its something akin to a dark rumour. Model wise I am hoping the Van Saars are now like Fallouts Ghouls in high tech gear, no hair, ragged skin etc. I think that would contrast nicely with the cutting edge suits and weapons.
As I said, the proxy war stuff is in the oroginal as well, but "regular" gangs were hired for clandestine ops and deniability, but more for escort, kidnapping, exfiltration etc. missions in the Underhive and the articles makes it sound like the current rules are to represent the contracted fighters doing wet work in the manufactorums of the Hive. Meaning they also live there or spend a lot of time out of the Underhive.
It's reads more like Blackwater dudes going back to Suburbia and their tidy front lawns after blowing people up compared to a group living in the fallout zone from S.T.A.L.K.E.R between missions.
I admit I have only read what has been posted here, I do hope that isn't the case. Either way the hives a big place and I doubt anyone would begrudge you playing a rag tag bunch of criminal scavvers and sumpdwellers.
Ruin_In_The_Dark wrote: The proxy war was always a thing, but as you say the hives a big place and for every ganger doing a houses dirty work there is another out just for themselves.
As for the STC I agree, I hope its something akin to a dark rumour.
It clearly isn't. AH (Andy Hoare?) just flatly states that they have a 'STC,' as does the background blurb on the House.
Ruin_In_The_Dark wrote: The proxy war was always a thing, but as you say the hives a big place and for every ganger doing a houses dirty work there is another out just for themselves.
As for the STC I agree, I hope its something akin to a dark rumour.
It clearly isn't. AH (Andy Hoare?) just flatly states that they have a 'STC,' as does the background blurb on the House.
Andy Hoare didn't say its public knowledge in the setting though. We know all sorts of "secrets" as players/readers that people on the ground would have no clue about. I suspect this remains the case and that the average Joe Scummer hasn't a clue what makes Van Saar tech so good.
The updated background also seems to make much of the idea that there are more than just the “big six” Clan Houses that span the planet, with minor houses and such all over the place.
Based on this, I hope they’re going to do what I always wanted and make a non-aligned gang. Not from a Clan, not mutated monstrosities, not a separate culture, nor outcast fanatics but just a bunch of regular clanless or minor-house folk who make do as best they can.
I didn’t get the impression of paid professionals, ala “black water” at all. Just a reiteration of the old background that Gangers from a given house unsurprisingly sometimes do jobs for their house.... The bloody kind.
Mr_Rose wrote: The updated background also seems to make much of the idea that there are more than just the “big six” Clan Houses that span the planet, with minor houses and such all over the place.
Based on this, I hope they’re going to do what I always wanted and make a non-aligned gang. Not from a Clan, not mutated monstrosities, not a separate culture, nor outcast fanatics but just a bunch of regular clanless or minor-house folk who make do as best they can.
I would LOVE this! It would allow really cool kitbashed gangs.
Also, seriously looking at basing some Pit Slave conversions on the Goliaths. After all, what better to use as a base for an arena fighting half-robot than a gene-jacked, ‘roided-up mountain of vat-grown muscle?
I'm wondering about the potential for using some Genestealer cults stuff for Orlocks, as I understand they're involved in mining. And maybe Poxwalkers as mutants/Scavvies?
Goliaths have a prretty strong gladiatorial aesthetic, to my eye - I think Mr_Rose has an excellent point on their potential for pitslave conversions. I'm very excited to see more of the gangs - especially the the weirder stuff!
Dark Apostle 666 wrote: I'm wondering about the potential for using some Genestealer cults stuff for Orlocks, as I understand they're involved in mining. And maybe Poxwalkers as mutants/Scavvies?
I'm using the Chaos Cultists from Dark Vengeance as my Orlocks and the Genestealer Cultists from the Deathwatch game as my Van Saar.
Dark Apostle 666 wrote: I'm wondering about the potential for using some Genestealer cults stuff for Orlocks, as I understand they're involved in mining. And maybe Poxwalkers as mutants/Scavvies?
Goliaths have a prretty strong gladiatorial aesthetic, to my eye - I think Mr_Rose has an excellent point on their potential for pitslave conversions. I'm very excited to see more of the gangs - especially the the weirder stuff!
It's not exactly the same but maybe looking into bloodbowl teams for conversion fodder (humans in interesting poses) could be useful, like this (that's an example of bloodbowl humans -> Arbites)?
I have been following with half an eye so sorry if it has been posted.
Will the campaign book contain the full base rules or is it just the campaign material I am not much interested in the terrain and the 2 gangs in the box, but would like to get the new rules+campaign rules.
mightymconeshot wrote: I have been following with half an eye so sorry if it has been posted.
Will the campaign book contain the full base rules or is it just the campaign material I am not much interested in the terrain and the 2 gangs in the box, but would like to get the new rules+campaign rules.
Believe its just the campaign rules. Thats what I picked up. Anyone know more?
We don't know for sure how far off the other gangs will be, all we know is we get the other four main houses next year. I had originally assumed that means one kit per quarter. And we don't know what order they will be in (Orlocks could be last and released at around this same time next year). But i'm sure the open day at the end of the month will shed light on some upcoming stuff. I never found the Orlocks all that interesting though...hopefully a revamp makes them at least look cool for once.
I also think it would be stupid for Van Saars STC to be common knowledge to the other gangs. Seems like something they would keep secret, if the other gangs knew they could just overthrow that house and take the STC then they probably would.
House Orlock might run the mines, but the miners aren’t the gangers; the miners are indentured workers that pretty much never leave the mines. The bulk of Orlock within the hives run the transport and processing side of the “family business” or operate as outriders, scouts, and guards for the great ore convoys.
Hey I’m new here just seen this response on the FB page and thought it might be of interest:
Hi Steve! The Gang War expansion will build on the rules found in the Necromunda: Underhive box game. It will allow gamers to use 3d terrain in their games as well as containing an incredibly detailed campaign system. Each of the gangs from yesteryear will be initially covered in a free downloadable pdf, which will be available on the Necromunda website soon.
No way them owning a STC could be public knowledge, as the moment anyone connected to the Imperium knew then either the Mechanicus or Guard/Inquisition would be burning everything in their way to get it. In previous fluff pieces the Imperium has done anything to acquire any STC.
TwilightSparkles wrote: No way them owning a STC could be public knowledge, as the moment anyone connected to the Imperium knew then either the Mechanicus or Guard/Inquisition would be burning everything in their way to get it. In previous fluff pieces the Imperium has done anything to acquire any STC.
And that is any STC; the Adeptus Mechanicus will happily burn worlds for hand-sketched static copies of STC print-outs, never mind a fully functioning original device.
Thargrim wrote: We don't know for sure how far off the other gangs will be, all we know is we get the other four main houses next year. I had originally assumed that means one kit per quarter. And we don't know what order they will be in (Orlocks could be last and released at around this same time next year). But i'm sure the open day at the end of the month will shed light on some upcoming stuff. I never found the Orlocks all that interesting though...hopefully a revamp makes them at least look cool for once.
I also think it would be stupid for Van Saars STC to be common knowledge to the other gangs. Seems like something they would keep secret, if the other gangs knew they could just overthrow that house and take the STC then they probably would.
I think we'll probably get more than one per quarter, as Andy Hoare said they wanted to release stuff faster than they did for Blood Bowl and had lead time to prepare. If I recall a few people who spoke with him at one of the open days he said that four of the gangs were already done (not sure if that means produced already in a warehouse, or just the digital sculpting being done), and the other two were being worked on. I do agree that Orlocks need a more distinct visual look. I've always liked their fluff, but I think they are visually they are less interesting than any gang except Van Saar.
My personal thought is that GW will probably do two houses per book and some additional rules (like how we are getting two gangs, the campaign rules, and rules for fighting on vertical terrain here), and thus two more books for the core gangs, with at least one of the two gangs included in the book getting a kit at the same time the book is released. I'm guessing we'll probably see Orlocks and Cawdor next, as their rules seem like they will require less work work than Delaque and Van Saar. They have mentioned hired guns and gang noncombatants coming soon, so I'm guessing the next book will be those rules along with Orlock and Cawdor. The second book could be something along the lines of Delaque and Wyrds (since they are said to make forced psykers) and Van Saar and exotic items. Though my real hope is we get the other four gangs in a single book, along with all the other rules, but at this point I'm just speculating.
zamerion wrote: I really want to know what those gangs will be !!
i asked it on facebook, but they didnt answer me :(
They will be rules to allow you to use the existing gangs from the previous edition.
I understand, but the question is.. what gangs? the other originals 4? the outlanders gangs? gangs from "war gangs" supplements as cult genestealers, chaos cultists or vampires?
Certainly the other four from Necromunda. Probably the additional ones from Outlanders (Spyrers, Scavvies, Ratskins and Redemptionists) and the Pit Slaves from WD. A decent chance, I'd say, of some version of Enforcers. Probably not the other gangs that only appeared in the Journal and the pre-Fanatic magazines. You might get lucky, but I'd treat those as a bonus, rather than relying on them appearing.
Also, I'm assuming right now that they'll be the same as the 40k Index books - a way to use your existing models for the time being, not necessarily the final rules to go with a new miniatures release.
I would be surprised if the Ash Waste Clans are missed. Which is cool for me, I am doing an Ash Waste inspired Admech force at the moment. Really hope we get some nice new Pit Fighters too, the conversion potential of a good plastic Pit Fighter kit would be immense.
Ruin_In_The_Dark wrote: I would be surprised if the Ash Waste Clans are missed. Which is cool for me, I am doing an Ash Waste inspired Admech force at the moment. Really hope we get some nice new Pit Fighters too, the conversion potential of a good plastic Pit Fighter kit would be immense.
I'm expecting the opposite. Talking about Orlocks spending time outside the hive, acting as outriders for Convoys etc smacks to me an Ash Waste expansion. Good opportunity to get some vehicles in there as well.
Ruin_In_The_Dark wrote: I would be surprised if the Ash Waste Clans are missed. Which is cool for me, I am doing an Ash Waste inspired Admech force at the moment. Really hope we get some nice new Pit Fighters too, the conversion potential of a good plastic Pit Fighter kit would be immense.
I'm expecting the opposite. Talking about Orlocks spending time outside the hive, acting as outriders for Convoys etc smacks to me an Ash Waste expansion. Good opportunity to get some vehicles in there as well.
A fair point, although those caravan guards have to be guarding against someone. Or something
The White Dwarf article seems to indicate a slightly different shift, with Hangers On and new hired guns and Underhive traders. Including, despite it being contrary to current fluff, a version of one of the old 40K Beastman Guardsman models, but 40 years older... go figure!
Venue: Warhammer World
Date: 18th November 2017
Tickets: No Tickets required, drop in session.
On Saturday 18th November between 6.00pm and 10.00pm we’ll be running Necromunda Demo games. Come along to Bugman’s bar to have a up close look at some of the new Necromunda boards and miniatures, try out a game yourself and get excited.
Whether you simply want to see the new stuff, learn a bit more, or perhaps even find out what on earth Necromunda is – the preview evening is for you!
We can’t say anything else just yet about what is being released and when, so keep watch on Warhammer Community and the Necromunda Facebook page for the news!
Automatically Appended Next Post: From Facebook:
Exotic weaponry is the trademark of House Escher and this needler/bolter combination is as deadly as it is prestigious. The needle rifle combines a tight-beam laser with a monomolecular toxic dart, punching through the target's armour before delivering a tailored cocktail of synth-poisons. The boltgun, a status symbol in the underhive, is loud and powerful like the gangers of Clan Escher. It fires self-propelled munitions which detonate a fraction of a second after impact, scattering the body of any unarmoured ganger in multiple directions.
House Goliath owns and operates many of the great foundries of Necromunda, and its workers are masters of the furnace and the metal within. The House values nothing higher than physical strength, resulting in some gene-hanced gang fighters from House Goliath being only a little smaller than a Space Marine...
House Goliath like their weapons large, noisy and lethal; all things the so-called "Krumper" rivet cannon provides. Intended to bind together the armoured plates of battle tanks and ship hulls, its gas cylinders throw out a stream of rivets in a machine gun-like burst capable of pulping flesh and bone. It's practical, brutal and heavy, just like the Goliath Champion using it.
Mr_Rose wrote: House Orlock might run the mines, but the miners aren’t the gangers; the miners are indentured workers that pretty much never leave the mines. The bulk of Orlock within the hives run the transport and processing side of the “family business” or operate as outriders, scouts, and guards for the great ore convoys.
Right, there's a whole population of 'civilians' who aren't attached to any house, correct? The houses basically function as a mafia/corporation sort of organization.
edit: I think I may use this as an opportunity to pick up some GSC and make a gang of. They've got a really lovely kit I've been meaning to build but couldn't justify since I don't play GSC.
zedmeister wrote: Love these. And the little notes on how they rely on each other is a nice touch.
Firmly agreed, the only bit of the expanded fluff I'm even slightly reticent about is Van Saar's STC thing and then only because it's not yet been made 100% clear that it's a total secret in-fiction. Sadly I had to quit the Necromunda Worldwide facebook group because I got sick of Pepe-meme numpties posting giant whinges about how "SJW cuck GW" are ruining Necromunda by making the Big Strong Manly Men dependent on Escher for their growth hormones, so evidently not everyone is happy with the additions
Firmly agreed, the only bit of the expanded fluff I'm even slightly reticent about is Van Saar's STC thing and then only because it's not yet been made 100% clear that it's a total secret in-fiction.
I reckon it's not actually a full STC system, but a series of copies that are massively damaged and leaking radiation all over the place. I wouldn't be surprised if the STC's produced amount to little more than a pocket calculator or a spirit level
zedmeister wrote: Pepe-meme numpties posting giant whinges about how "SJW cuck GW" are ruining Necromunda by making the Big Strong Manly Men dependent on Escher for their growth hormones, so evidently not everyone is happy with the additions
Man. These people. They live amongst us . . .
Still funny they associate with the knucklehead Goliaths though. That's worth a good old lol.
Anyhows back on topic: I imagine the STC system is a big deal to the Van Saars but propbably worthless to people like the Ad Mech.
Does anyone actually know what an STC is? Is it like a database of designs or an actual machine to make those designs? Or both? I kinda picture it like a 3D printer but I doubt that is what it actually is.
EDIT: I have somehow managed to quote myself. Please bear with me whilst I am sent for re-education at the nearest Adeptus Mechanicus facility.
The original STCs were databases with limited AI - you gave them a 'problem' ("we need vehicles") and told them what resources you had available, and it gave you blueprints for building things to solve your problems. The original fluff was pre-3D printers, so I wouldn't be surprised if some STCs are now more like them.
zedmeister wrote: Love these. And the little notes on how they rely on each other is a nice touch.
Firmly agreed, the only bit of the expanded fluff I'm even slightly reticent about is Van Saar's STC thing and then only because it's not yet been made 100% clear that it's a total secret in-fiction. Sadly I had to quit the Necromunda Worldwide facebook group because I got sick of Pepe-meme numpties posting giant whinges about how "SJW cuck GW" are ruining Necromunda by making the Big Strong Manly Men dependent on Escher for their growth hormones, so evidently not everyone is happy with the additions
Agreed. I also just quit that FB page, it's gross. They also use a shedload of sockpuppet accounts to make 'SJW' types to post idiotic stuff so then they can all pile in and rip at it. the Necromunda Worldwide page is a total waste of time now. All the Pepe morons going on about Eschers and how their 'Amazon Warrior Trope' is GW pandering to feminists and somehow related to Gamergate... I asked for some kind of moderation, to return to topic and hobby and, y'know, fun, but was shouted down by a mass of rabid spankers. So quit and on the lookout for good pages with hobby content and not rampaging manchildren.