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![[Post New]](/s/i/i.gif) 2008/10/04 17:25:06
Subject: Necromunda?
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Wrack Sufferer
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I've seen some Necromunda threads around, and I was just wondering what it's like. The models people convert for it look very cool. If someone could explain I'd much appreciate it.
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Once upon a time, I told myself it's better to be smart than lucky. Every day, the world proves me wrong a little more. |
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![[Post New]](/s/i/i.gif) 2008/10/04 17:27:54
Subject: Necromunda?
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[MOD]
Otiose in a Niche
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Gang wars on a hive world. Skirmish 40k with campaign and experience rules.
There is a free rule book on the specialist games site.
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![[Post New]](/s/i/i.gif) 2008/10/04 17:34:13
Subject: Re:Necromunda?
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Deadshot Weapon Moderati
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Typeline i was just wondering exactly the same thing aftereading the whole jade vessal thread. sounds real fun.
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![[Post New]](/s/i/i.gif) 2008/10/05 00:22:24
Subject: Necromunda?
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Scarred Ultramarine Tyrannic War Veteran
Maple Valley, Washington, Holy Terra
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Ever play Mordheim? It's like that, only with more guns.
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"Calgar hates Tyranids."
Your #1 Fan |
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![[Post New]](/s/i/i.gif) 2008/10/05 00:34:57
Subject: Re:Necromunda?
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Fixture of Dakka
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It's a game that genuinely isn't as good as it used to be.
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![[Post New]](/s/i/i.gif) 2008/10/05 00:59:33
Subject: Re:Necromunda?
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Wrack Sufferer
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Could you elaborate?
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Once upon a time, I told myself it's better to be smart than lucky. Every day, the world proves me wrong a little more. |
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![[Post New]](/s/i/i.gif) 2008/10/05 02:07:15
Subject: Re:Necromunda?
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[MOD]
Madrak Ironhide
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It's fun for a while. I don't know if it's a really balanced system. In fact, imbalances
were built into the system by providing experience bonuses to gangs fighting at a
disadvantage.
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![[Post New]](/s/i/i.gif) 2008/10/05 05:08:30
Subject: Necromunda?
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Neophyte Undergoing Surgeries
Denton, Texas
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Its pretty fun and the models are awesome but eventually one gang is going to rise above the rest and then its not much fun since no one can beat him
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Space Marines are the Dallas Cowboys of the 40k universe. And by that I mean badass! |
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![[Post New]](/s/i/i.gif) 2008/10/05 05:19:15
Subject: Necromunda?
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Maddening Mutant Boss of Chaos
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Thats when you break his Gunslinger right before your next fight and tell him the guy has to sit this fight out, because of his old war wound.
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Renegade Guardsmen |
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![[Post New]](/s/i/i.gif) 2008/10/05 16:05:18
Subject: Re:Necromunda?
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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George Spiggott wrote:It's a game that genuinely isn't as good as it used to be.
Yeah I'd love an explanation on what this means as well.
Aside from a slight change to Sustained Fire and templates and the House Weapon Lists, nothing major has changed in Necromunda since it started.
Rules don't degrade over time.
BYE
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![[Post New]](/s/i/i.gif) 2008/10/05 16:36:27
Subject: Re:Necromunda?
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[DCM]
The Main Man
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George Spiggott wrote:It's a game that genuinely isn't as good as it used to be.
Yeah, I'm also curious to hear some details on this, as Necromunda (along with Space Hulk) is one of the older games that I often hear praised by GW veterans.
As to what I know of Necromunda, it seems like it could be a lot of fun (although I'd probably be more likely to play Mordheim, simply because I already have some models). The problems with the power imbalance could be solved by just starting a new campaign soon after the clear winner has emerged.
Or maybe you could come up with a way to let other gangs team-up against the dominant gangs.
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![[Post New]](/s/i/i.gif) 2008/10/05 17:04:07
Subject: Necromunda?
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Hardened Veteran Guardsman
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Well, if someone's risen up too far, have them start with another gang.
The best idea I've seen was to have the offending gang take on the PDF, by way of fighting an imperial guard army.
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![[Post New]](/s/i/i.gif) 2008/10/05 19:10:35
Subject: Re:Necromunda?
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Fixture of Dakka
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Each addition made to the original Necromunda box set has almost without exception been a step backwards for Necromunda (you could add Mordheim and Gorka Morka to that). It's much better played without all of the so called improvements and expansions. Sure rules don't actually downgrade over time but they often look poor compared to newer systems.
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![[Post New]](/s/i/i.gif) 2008/10/05 20:58:39
Subject: Necromunda?
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Long-Range Black Templar Land Speeder Pilot
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it is a really good game untill one guy dominates everyone else then no one plays anymore. I'll never forget how my leader shot a meltagun at his leader and knocked him off a 3 story bridge. oh the fun. you have a squad of guys, a leader 2 heavy's, some gangers, and juve's. as you go they level up, get different kinds of wounds, new weapons, etc. after each fight you can send your guys to your 'territorys' and they explore, get rich's, etc etc. you start with so many territorys, you can explore to get more, and you can take them from your opponent. you really want modular terrain for this, the necromunda box set gives you some great terrain starter if you don't want to make some. you do actually have to use ladders though, jumping from to high can hurt or even kill your guy and its very individualized (not squad based at all) there is no coherency and you can do a lot more fun stuff. how its suppose to 'balance' is when one guy gets to tough the other player can actually kill him and his stats are gone. however none of my guys died and I was dominating everyone I played.
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This message was edited 1 time. Last update was at 2008/10/05 21:03:00
A gun is a medium, a bullet a brush. |
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![[Post New]](/s/i/i.gif) 2008/10/06 00:07:49
Subject: Re:Necromunda?
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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George Spiggott wrote:It's much better played without all of the so called improvements and expansions.
As I said, there have been four minor changes to the core game since its inception (Blast Markers & Flamer Templates, Sustained Fire, High Impact, House Weapon Lists) and that's it. Beyond that, there is nothing of significance that has changed (and, if you own the hardcopy Underhive rulebook, you'll notice that it is exactly the same, spelling mistakes and all!!).
Most of what's been added since is completely optional, with the only official units being the Outlanders expansion (of which the only unbalanced gang were the Scaavies), and then later official gangs like Enforcers, Chaos Cults and Pit Slave Gangs.
So I really, really don't see how them releasing optional and experimental rules has made a simple and solid ruleset go 'backwards'.
BYE
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![[Post New]](/s/i/i.gif) 2008/10/06 13:55:37
Subject: Re:Necromunda?
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Fixture of Dakka
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I'd say that of the Outlanders Scavies are the least broken. Template and dice changes are not improvements nor are house weapons (How can you class house weapons as an improvement?) Outlanader gangs were unbalanced even when they revised them and optional non-improvements are still not improvements. Without exeption ALL of the newer sculpts are awful. Necromunda isn't even treading water, if all the 'improvements' make a game worse it's going backwards. Ditto for Space hulk except the Terminator sculpts were much nicer and the additional Genestealer pose was appreciated in second edition.
Which brings me round to thinking that Black reach proves that Space hulk could be rereleased at a reasonable price if GW wanted to.
1st ed rules (proof read of course)
Black Reach Terminators
McRagge Genestealers
Mighty empires style plastic spacehulk floor tiles
That's pretty much all you need.
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![[Post New]](/s/i/i.gif) 2008/10/06 14:19:40
Subject: Re:Necromunda?
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Wicked Warp Spider
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Necromunda was always my favorite GW game ( In fairness, I have not played Morheim, which looks very similar). While the second edition rules were unwieldy for 40k battles, I think they really came into their own with Necromunda, with its emphasis on individual warriors.
I'm not seeing how the expansions degraded the quality of the game in any way. In fact, I feel that Outlanders added some flavor to what was originally a pretty straight forward skirmish game.
When the game was still being widely played, I probably played more Necromunda than 40k.
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![[Post New]](/s/i/i.gif) 2008/10/06 16:36:55
Subject: Necromunda?
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Heroic Senior Officer
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I'll just say that I disagree with George. Necromunda is my favorite GW game, even when my gang gets demolished down to a few models and I have to rebuild.
The experience factor has already been mentioned, that they can improve as they gain experience. In addition, every time a model is removed from play due to being wounded, after the game you have to check and see how serious or what type of wound it took. If it 'dies', you lose it and all it's equipment. They can also be captured by your opponent and sold into slavery or turned in for a reward (if you're an outlaw) or even converted to join your opponents gang. It's OK for a one-off game just to learn how to play but campaigns are where you really have fun.
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Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD |
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![[Post New]](/s/i/i.gif) 2008/10/06 16:44:39
Subject: Re:Necromunda?
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Fixture of Dakka
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I don't think it's a bad game I just don't think it's been improved by later additions. In one off games of Necromunda is quite poor but its campaign system is robust and adds depth to the game.
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![[Post New]](/s/i/i.gif) 2008/10/06 16:49:09
Subject: Necromunda?
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Growlin' Guntrukk Driver with Killacannon
No. VA USA
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if you aren't having fun with necromunda, you should throw yourself in front of traffic..
it's easy to keep things balanced if you have an impartial game master.. In fact in many of the leagues I have played in, when a list hits a certain plateau, it is either dissolved (all the gang members are tough enough to start their own gangs, or they break up like a rock back because the drama got to them..)
If someone get's upset about having to restart a list because they were the primo army for a while perhaps they should learn that winning isn't the only objective to pushing models across a table..
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A woman will argue with a mirror..... |
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![[Post New]](/s/i/i.gif) 2008/10/06 17:48:31
Subject: Necromunda?
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Longtime Dakkanaut
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As Jervis would say, there's an unwritten contract between the two players that they both have fun.
The problem with all of GW's campaign games is that you can't balance out someone playing 8 games a week vs. someone playing 1. Just can't. That's when some sensibility needs to set in.
I remember one Blood Bowl league, where we realized that a guy (with like a 200 point ork team) was picking on the newer players and smaller teams and racking up lots of star player points (beating new teams like 5-0, 3-5 casualties, fouling - and was trying for this, totally unsporting, not trying to be fair or helpful). So, like 3-5 of us 'veterans' got him to play us. I think we killed like 6 players, 2-3 really good ones. That brought him down and sent the message (in fact, the guy dropped out of the league at that point). When you're one of the guys playing 8 games a week, you need to realize that you need to either handicap yourself (bench some of your best players), start a second team/gang, or whatever it takes to make sure everyone has fun.
I remember there was a rash of gangs that would line up against the superior gang, put two juves in front, let them get shot, and bottle - get their extra experience, work their territories, hit the trading post. They didn't get that they were helping the bigger gang get and stay bigger. I remember that a friend of mine, with a big gang, played someone, who did the same thing - hid the whole gang, put two juves who stood in front with 'shoot me' signs. My friend wouldn't go after the juves, just ignored them, snuck around, and went after the rest of the gang. The other guy is like pleding, "please, don't go after my heavies, shoot the juves!" "No, sorry, that's not fair, that's not how the game is played. I didn't show up to work my territories." I think he dropped both heavies and a couple gangers in one round, then the guy bottled.
I also remember restarting gangs after 2-3 games because I had lousy territories, and several deaths and/or crippling wounds. It happens. The underhive sucks.
After all my rambling, I must say, that Necromunda will always have a place in my gamer's heart. It's a great game, that's lots of fun, if you realize it's a game and not some statement of your man(or woman) hood whether you win or lose.
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This message was edited 1 time. Last update was at 2008/10/06 17:49:59
In the dark future, there are skulls for everyone. But only the bad guys get spikes. And rivets for all, apparently welding was lost in the Dark Age of Technology. -from C.Borer |
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![[Post New]](/s/i/i.gif) 2008/10/06 18:23:55
Subject: Re:Necromunda?
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Hardened Veteran Guardsman
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I'm sad to say that I've never gotten the chance to play Necromunda. And perhaps even more sadly, I've only ever gotten one
game of Gorkamorka in. That's what you get for growing up in an area with next to no wargamers at all.
I bought the Necromunda: Underhive book a while back, and it got me started. Not so much 'gathering miniatures' started, but
more like 'reading, thinking and dreaming'-started. So now I've finally gotten around to putting together my own gang;
a Squat Brotherhood Archeotech-scavenging team! (Probably based on Van Saar, though not certain.) Now to get a hold of those
squats... and some terrain!
al-Majid Agandhjin bin Ahfal al-Rashid
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![[Post New]](/s/i/i.gif) 2008/10/07 15:39:31
Subject: Necromunda?
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Servoarm Flailing Magos
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Necromunda is a good game, but I'm not sure if I like the newer edition's attempt to differentiate gangs by making weapons somewhat randomly hard tog et for the different gangs.
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Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. |
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![[Post New]](/s/i/i.gif) 2008/10/07 15:52:50
Subject: Necromunda?
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Ruthless Rafkin
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I prefer mordheim. I really wish they had brought Necro's cc system more in line with the current 40k system, to be honest, and made skill aquisition non-random, ala mordheim.
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-Loki- wrote:
40k is about slamming two slegdehammers together and hoping the other breaks first. Malifaux is about fighting with scalpels trying to hit select areas and hoping you connect more. |
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![[Post New]](/s/i/i.gif) 2008/10/07 16:44:59
Subject: Re:Necromunda?
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Fixture of Dakka
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IMO Necromunda's opposed roll combat system is one of its better rules mechanics as it rewards both model skill and player judgement. Dropping that system for Mordheim was a mistake.
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![[Post New]](/s/i/i.gif) 2008/10/07 16:52:45
Subject: Necromunda?
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Stone Bonkers Fabricator General
A garden grove on Citadel Station
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Skorpion wrote:Well, if someone's risen up too far, have them start with another gang.
The best idea I've seen was to have the offending gang take on the PDF, by way of fighting an imperial guard army.
That sounds awesome. Have the gang take on stronger and stronger imperial forces, starting perhaps with arbites and working its way up through imperial guard, inquisition, etc. See how long you'd last. I've never played necromunda before but this sounds pretty fun.
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ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence. |
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![[Post New]](/s/i/i.gif) 2008/10/10 04:57:53
Subject: Necromunda?
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Scarred Ultramarine Tyrannic War Veteran
Maple Valley, Washington, Holy Terra
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I've been playing a homebrew Necromunda/40K system for some time now. My Genestealer Cult gang is a bit too powerful, and my Space Marines got their asses handed to them. The Squats did just fine, and the Inquisitor's Retinue looks really cool! Basically, each gang has a budget of about 3X that of a normal Necro gang, and I stole a lot of stuff from the old 2nd edition 40K books.
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"Calgar hates Tyranids."
Your #1 Fan |
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![[Post New]](/s/i/i.gif) 2008/10/10 16:27:43
Subject: Re:Necromunda?
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Hardened Veteran Guardsman
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After looking through a bunch of Necromunda/squat sites on the intarweb, I've come
across references to a 'Squat miner gang' ruleset. Does anybody know anything
about this? I'm not sure if it's an official gang ruleset or not, but since I've actually
gotten hold of a 'Squat miner' model, I'd be really interested in seeing those rules.
al-Majid Agandhjin bin Ahfal al-Rashid
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![[Post New]](/s/i/i.gif) 2008/10/10 19:57:00
Subject: Necromunda?
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Scarred Ultramarine Tyrannic War Veteran
Maple Valley, Washington, Holy Terra
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It's certainly not an official gang ruleset. Must be a fan made gang list.
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"Calgar hates Tyranids."
Your #1 Fan |
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![[Post New]](/s/i/i.gif) 2008/10/11 01:14:09
Subject: Necromunda?
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Hardened Veteran Guardsman
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Pariah Press wrote: It's certainly not an official gang ruleset. Must be a fan made gang list.
The only hint at it being something official is that some sites list it as appearing in 'GW4,' which seems
to be a magazine called 'Gang war.' There's alot of altered versions out there, but I've yet to come
across the original list. If anyone has a copy, I'd love to see it!
al-Majid Agandhjin bin Ahfal al-Rashid
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