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2017/11/20 22:23:29
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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High Impact on strength 7. Double the chance to take someone out of action.
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2017/11/20 22:23:35
Subject: Necromunda Underhive - release November 24th
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Fixture of Dakka
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I used to field a heavy plasma gun purely because the Escher heavy model was cool. I've got a few converted models with a flamer, missile launcher and sniper rifle, but I never actually got round to painting them, let alone using them in a game. Automatically Appended Next Post: Baxx wrote:
High Impact on strength 7. Double the chance to take someone out of action.
Only in the new-fangled Specialist Games rules. Back in my day, you always needed a six to take someone Out of Action.
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This message was edited 1 time. Last update was at 2017/11/20 22:24:56
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2017/11/21 04:12:12
Subject: Re:Necromunda Underhive - release November 24th
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Fixture of Dakka
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Summery reference sheet. No show stoppers, pretty much a set way of doing business.
https://necromunda.com/wp-content/uploads/sites/5/2017/10/Necro_Ref_ENG.pdf
The boxed set is a base to work with. You will be able to get the gangs up and running, and play out the basic rules. The Gang War book is going to work out if you already have the stuff to play with. NEW BOX is for new people, but there seems to be a metric gak ton of bits in those sprues. They talk about in the "Contents" list about the gubbins, bits, weapons, kit.
They are selling the gangs in their own boxes, the wall sections in their own boxes, and extra large scenery boxed sets, that add to the Armageddon sets that came out, ( Which I honestly thought through past discussion with my local shop that were supposed to be an ongoing product, and that Armageddon was supposed to be a game system.)
Someone asked earlier about the Spyers... The Spyers are large mega city type structures that go up, and go down. There are different spyers on the whole city thing, and there are different things going on in different spyers. In the "Underhive", Your gangs are fighting the fights with the gangs. The deep sump- the dredges of the hives. Muties, Scavys, and criminals and all of the monsters and deviltry that goes on in the dark. Chaos cults, genestealer incursions, cannibal clans, etc. They have the giant spyer spiders, who were told to be Albino, and that the spiders were the namesake for the Necromunda Regiment, the 8th Necromunda Spiders.
There are different domes with different things going on. You just need to decide what dome you are going to, and fight your way through other peoples territory to get there. It was a while back, but IIRC, we used a map, of either London, or New York, that had different sections that we went ahead and put a lamination over and drew up different territories and landmarks, such as a foundry, or a chapel, or a bar... YMMV, but it came a bit easier when you were fighting over similer territories, and helped you to expand the unknown map, and then fight over by then- everyone's established territories. After a while, we played the game with some established territories, and fought over a few of the same terrain bits that were the territory in question.
If you can find it as well, they used to have an Ork bar fighting game, which was a hell of a load of fun if you add in a bunch of figures, and have them get into a bar fight, that could also double as a contact or adventure beginning, as you take your starting guy and gain the gang from the fight.
There is lots of fluff throughout the material about the different gangs, and outlanders. They came up with an Ash Waste add on in the living rulebook, and it was on par with adding in Gorkamorka vehicle rules that gave you a driving game, but it honestly wasn't needed, when it is better to go do a "Apocalypse Now" sort of campaign, and your going to have to make your boat, and sump river with the beasts and outlanders that would give you all sorts of hell. I used an old IG CO with an army of cultists and mutants, and then I have an old Inquisitor that we used back in the day. The beauty of Necromunda is that it is your game. You make what you want and play with as much or as little scenery. It is an encouragement to have a lot of scenery, but you have stuff you can do with the old Space Hulk tiles, such as the exploration, and unless you had a flashlight, you could see as much as a blast marker, as you walked through the corridors and disturbed all sorts of crazy gak.
When Necromunda first came out, it was an unwritten rule to go on ahead and build your own scenery. They added in ample amounts of bulkheads, and they came out with cardstock scenery to coincide with the stuff that came in the main box, and in the add ons.
This new game is coming out with a variation on a theme, with the added card decks, dice, boxed gangs, and the doors bulkheads, that you can then add onto your terrain sets, that are 10 times better then the old cardstock stuff.
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At Games Workshop, we believe that how you behave does matter. We believe this so strongly that we have written it down in the Games Workshop Book. There is a section in the book where we talk about the values we expect all staff to demonstrate in their working lives. These values are Lawyers, Guns and Money. |
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2017/11/21 05:23:19
Subject: Necromunda Underhive - release November 24th
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Ship's Officer
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The one thing that bummed me out about the rulebook and gang war was the slight lack of attention to the setting. There is plenty of artwork of the gangs and fluff for em. But the setting not so much. You can tell from the necromunda websites setting video they made newer sketches of the hive city, and a cool map of the actual planet. But there isn't really any artwork of the hive city or setting at all in either book. It just sucks to see it get sidelined. 2-4 pages more is really all it needed.
I really feel like GWs worldbuilding and fluff department and hell even the artwork has been lacking in the books for a good couple years now. Though I feel like the artwork of the characters/gangers in the book is a step up from some stuff i've seen in the recent past.
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2017/11/21 05:48:54
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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So not much fluff about the setting in the main rulebook!! That's dissapointing. The small stories in the old book what one of the big reason why it was such a great book
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lost and damned log
http://www.dakkadakka.com/dakkaforum/posts/list/0/519978.page#6525039 |
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2017/11/21 06:03:14
Subject: Re:Necromunda Underhive - release November 24th
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Snord
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vonjankmon wrote:
The snap bit thing is huge, that is literally the primary barrier for many, many board gamers, do they need to buy glue and carefully read instructions to put the models together?
And that is why I dont buy the 'this is an intro box to get people into the hobby' reasoning to exclude the 3d rules.
I have seen many reviews of recent GW stand alone games on BGG and every time a boardgamer reviews their games they lament the time and effort that needs to go into putting the models together. It is a major hurdle for the boardgame community to get over. If GW were genuinely wanting necroumunda to be a 'gateway' game then the box set would have snap fit models.
What they are doing is straddling the fence to justify their sales strategy. Its not a board game, its not a miniatures game, its a mish-mash of both to try and maximize profits and minimize risk and in doing so it will alienate (some) people in both camps.
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2017/11/21 06:20:15
Subject: Necromunda Underhive - release November 24th
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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This isn't a board game.
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2017/11/21 06:23:30
Subject: Re:Necromunda Underhive - release November 24th
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Ship's Officer
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MangoMadness wrote: vonjankmon wrote:
The snap bit thing is huge, that is literally the primary barrier for many, many board gamers, do they need to buy glue and carefully read instructions to put the models together?
And that is why I dont buy the 'this is an intro box to get people into the hobby' reasoning to exclude the 3d rules.
I have seen many reviews of recent GW stand alone games on BGG and every time a boardgamer reviews their games they lament the time and effort that needs to go into putting the models together. It is a major hurdle for the boardgame community to get over. If GW were genuinely wanting necroumunda to be a 'gateway' game then the box set would have snap fit models.
What they are doing is straddling the fence to justify their sales strategy. Its not a board game, its not a miniatures game, its a mish-mash of both to try and maximize profits and minimize risk and in doing so it will alienate (some) people in both camps.
Snap fit and less customizable and especially personalizable figures would really take away from one of the key experiences of Necromunda though. With a 40k starter they can get away with it. But arming and customizing your gang in Necromunda is kind of one of the key points of the game. I don't really expect this game to be all that popular, if anything it will remain as it was...same as blood bowl, kind of a niche but beloved thing. Their sales strategy is questionable, but I think it's pretty obvious some effort went into this. Also when the original Necromunda released it didn't have any mass amount of content either. They are redesigning the gang rules to make them more distinct, it's better to think of this as a reboot that is almost from the ground up because they are reworking the rules and adding new weapons.
I don't really see this being sold as a boardgame, it's less of a boardgame than even burning of prospero and DW overkill. The tiles function for all intents and purposes as 3d zone mortalis tiles rules wise, the difference is it is incredibly cheaper than the actual zone mortalis while more or less offering the same gameplay experience. The blacked out sections still function as 3d walls blocking line of sight. Had they included more terrain in the box we would be looking at a price at or above that of Dark Imperium, which would be really off putting.
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2017/11/21 08:27:05
Subject: Re:Necromunda Underhive - release November 24th
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Regular Dakkanaut
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MangoMadness wrote:
What they are doing is straddling the fence to justify their sales strategy. Its not a board game, its not a miniatures game, its a mish-mash of both to try and maximize profits and minimize risk and in doing so it will alienate (some) people in both camps.
It’s not a board game, does not purport to be a board game, is not marketed as a board game and is not trying to appeal to board gamers.
“Chopper, no board game here, here, no board game.”
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2017/11/21 08:29:03
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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streetsamurai wrote:So not much fluff about the setting in the main rulebook!! That's dissapointing. The small stories in the old book what one of the big reason why it was such a great book
The background section is almost word for word what came out for Confrontation with a couple of bits added and obviously with the houses added (and expanded upon from the Necromunda release).
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2017/11/21 09:02:04
Subject: Re:Necromunda Underhive - release November 24th
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Ridin' on a Snotling Pump Wagon
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Caliginous wrote: MangoMadness wrote:
What they are doing is straddling the fence to justify their sales strategy. Its not a board game, its not a miniatures game, its a mish-mash of both to try and maximize profits and minimize risk and in doing so it will alienate (some) people in both camps.
It’s not a board game, does not purport to be a board game, is not marketed as a board game and is not trying to appeal to board gamers.
“Chopper, no board game here, here, no board game.”
In the traditional sense, I absolutely agree.
But, Necromunda Underhive boxed set is a complete gaming experience in and of itself, insofar as you don't need or require any further purchases for the game contained within.
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2017/11/21 09:05:06
Subject: Necromunda Underhive - release November 24th
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Sadistic Inquisitorial Excruciator
USA
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I will say I'm in agreement with Thargrim on the fluff side of things. It would be cool to see some diagrams of Hive Primus, and I was really looking forward to some cool art representing at least the other house gangs. Not to say the illustrations in the new books (from what I've seen) are bad, I was just hoping for some more varied artwork rather than a ton of pictures of Eschers, and a ton of Goliaths.
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2017/11/21 13:31:15
Subject: Re:Necromunda Underhive - release November 24th
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Storm Trooper with Maglight
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Thargrim wrote:
Snap fit and less customizable and especially personalizable figures would really take away from one of the key experiences of Necromunda though. With a 40k starter they can get away with it. But arming and customizing your gang in Necromunda is kind of one of the key points of the game. I don't really expect this game to be all that popular, if anything it will remain as it was...same as blood bowl, kind of a niche but beloved thing. Their sales strategy is questionable, but I think it's pretty obvious some effort went into this. Also when the original Necromunda released it didn't have any mass amount of content either. They are redesigning the gang rules to make them more distinct, it's better to think of this as a reboot that is almost from the ground up because they are reworking the rules and adding new weapons.
I don't really see this being sold as a boardgame, it's less of a boardgame than even burning of prospero and DW overkill. The tiles function for all intents and purposes as 3d zone mortalis tiles rules wise, the difference is it is incredibly cheaper than the actual zone mortalis while more or less offering the same gameplay experience. The blacked out sections still function as 3d walls blocking line of sight. Had they included more terrain in the box we would be looking at a price at or above that of Dark Imperium, which would be really off putting.
You're spot on Thargrim but that is why some of us are a bit confused and disappointed with how the new Necromunda was released. The heart and soul of the old Necromunda is the campaign system and 3D terrain, maybe it won't be for the new Necromunda but if those are the two things a person is really looking for the new core set is a terrible value, you're paying a bunch of extra money for cardboard and tiny plastic barriers that you have no interest in at all and on top of that you have to buy the campaign rules separately. It's weird and it seems like a missed opportunity to me as while initial sales will be good (It's Necromunda after all) I think future sales will be abysmal, especially after they finally release the core rules separately. It's not for board gamers and is not a good value for miniature gamers, who the heck is the target audience here?
The old core set was a fantastic value, all of the terrain you needed to play, all of the rules, and two gangs. It was a complete package with a clear audience.
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2017/11/21 13:38:37
Subject: Re:Necromunda Underhive - release November 24th
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Been Around the Block
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vonjankmon wrote: Thargrim wrote:
Snap fit and less customizable and especially personalizable figures would really take away from one of the key experiences of Necromunda though. With a 40k starter they can get away with it. But arming and customizing your gang in Necromunda is kind of one of the key points of the game. I don't really expect this game to be all that popular, if anything it will remain as it was...same as blood bowl, kind of a niche but beloved thing. Their sales strategy is questionable, but I think it's pretty obvious some effort went into this. Also when the original Necromunda released it didn't have any mass amount of content either. They are redesigning the gang rules to make them more distinct, it's better to think of this as a reboot that is almost from the ground up because they are reworking the rules and adding new weapons.
I don't really see this being sold as a boardgame, it's less of a boardgame than even burning of prospero and DW overkill. The tiles function for all intents and purposes as 3d zone mortalis tiles rules wise, the difference is it is incredibly cheaper than the actual zone mortalis while more or less offering the same gameplay experience. The blacked out sections still function as 3d walls blocking line of sight. Had they included more terrain in the box we would be looking at a price at or above that of Dark Imperium, which would be really off putting.
You're spot on Thargrim but that is why some of us are a bit confused and disappointed with how the new Necromunda was released. The heart and soul of the old Necromunda is the campaign system and 3D terrain, maybe it won't be for the new Necromunda but if those are the two things a person is really looking for the new core set is a terrible value, you're paying a bunch of extra money for cardboard and tiny plastic barriers that you have no interest in at all and on top of that you have to buy the campaign rules separately. It's weird and it seems like a missed opportunity to me as while initial sales will be good (It's Necromunda after all) I think future sales will be abysmal, especially after they finally release the core rules separately. It's not for board gamers and is not a good value for miniature gamers, who the heck is the target audience here?
The old core set was a fantastic value, all of the terrain you needed to play, all of the rules, and two gangs. It was a complete package with a clear audience.
Its not a realistic expectation for GW to be able to make an affordable game with full terrain. One building is like £40+ these days. It may of been do-able in the 90's but things are much more expensive now. This is basically a starter set, I am sure a full compiled rule book will be released at some point plus if you don't like the new rules the old are still online for free. One thing people seem to be missing is that in the original all gangs had the same stats and same equipment lists, so basically you get one list in the original. We are getting two this time with actual variation between the houses, which is a big plus in my book. My only complaint at this stage (going with what I have seen) is that its going to be a bit mono-tone till some more gangs come out and happen to think quarterly releases aren't going to be fast enough to maintain the initial hype.
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2017/11/21 13:49:34
Subject: Necromunda Underhive - release November 24th
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Beautiful and Deadly Keeper of Secrets
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I actually enjoyed doing 2D sets in the old necromunda, it stands to figure there's a ton of sewers, pipelines, crowded area's that wouldn't just be full open area's.
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2017/11/21 15:01:28
Subject: Re:Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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After building the 10 Eschers from the box set based on what they recommend as your options/crew, theres a good bit of bits left over.
this is just one sprue but..
3 Extra heads
2 Stabby Knives
Whip
Chem Flamer
6 Range weapons (mostly las)
2 Grenade packs.
Didn't get a good chance to go through the armory yet to see what other non box weapons they can have. If its a good bit, may pick up another box.
Also incase anyone wondered, it comes with 2 of the same spue, each body except the legs can be configured with whatever head and weapons youd like. The heads are all 2 pieces. Face and hair
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2017/11/21 15:42:49
Subject: Re:Necromunda Underhive - release November 24th
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Been Around the Block
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Any chance of some pictures?
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2017/11/21 16:50:24
Subject: Necromunda Underhive - website is live, new videos and info, preorder nov 11th (OP has all info)
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Decrepit Dakkanaut
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Rolsheen wrote:As a long time Escher player those MWG campaign videos were heartbreaking, to see them treated so poorly by the oaf playing them. He didn't have a clue about their strengths, their weaknesses or more importantly the rules
QFT, the Miniwargaming videos and the sour grapes review at the end of the six games was absolutely excruciating. The Escher player (in all 6 games, they never once swapped out the gangs) was terrible, charging lone gangers into hand to hand with goliaths, often 2 at a time or leaving himself open to countercharges, he had abysmal dice rolls in all the games and his activation choices were just odd and disjointed, treating every ganger like an individual with no thought to synergy or cohesion. The Goliath player owned him through simple skill, adapting to the new rules more comfortably and better dice rolls.
They then sat there and stated it's the game, when it was clearly one dramatically better player owning another. Why on earth didn't they run it 3 games one gang and then swap and run 3 games the other?
It was like them saying ' 40k is awful and broken' because the Tau player was upset that constantly charging into melee with the tyranid player's army didn't work out for him 'any of the six times'...
I had not forgiven this bunch of muppets for the Blue Table Painting stunts they pulled, I'm even more convinced of their ineptitude following this.
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2017/11/21 17:32:54
Subject: Re:Necromunda Underhive - release November 24th
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Storm Trooper with Maglight
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Ruin_In_The_Dark wrote:
Its not a realistic expectation for GW to be able to make an affordable game with full terrain. One building is like £40+ these days. It may of been do-able in the 90's but things are much more expensive now. This is basically a starter set, I am sure a full compiled rule book will be released at some point plus if you don't like the new rules the old are still online for free. One thing people seem to be missing is that in the original all gangs had the same stats and same equipment lists, so basically you get one list in the original. We are getting two this time with actual variation between the houses, which is a big plus in my book. My only complaint at this stage (going with what I have seen) is that its going to be a bit mono-tone till some more gangs come out and happen to think quarterly releases aren't going to be fast enough to maintain the initial hype.
The original gangs had the same stats because the differentiation between the gangs was in advancement and different equipment allowances, two things that you have to pay extra now for by buying the Gang War book. The starter terrain in the box also does not need to be the full on plastic that GW produces now, the old cardboard/plastic terrain was great for a starter set and likely has about the same plastic/cardboard combination that the current set has.
The problem is that right now you can't get the rule book separately and we don't know when you will be able to do so. I *love* Necromunda and I want this new release to be successful, wildly so if at all possible. My concern is that by the time GW decides that it's finally time to release the rule book separately the hype over Necromunda will be over and it will just die a slow death again. Tabletop games live or die by the number of active players in your area.
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2017/11/21 17:47:14
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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Hmm this rulebook topic seems familiar. What does it remind me of...?
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2017/11/21 19:05:51
Subject: Necromunda Underhive - release November 24th
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Fresh-Faced New User
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It comes with boards and is a game. Argument. Invalid.
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2017/11/21 19:29:58
Subject: Re:Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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Reading the Gang War book more, really wish they added more weapons. I assume each faction will have some that are specific or more common to them, but as is, seems a little limiting. No heavy stubber, sniper, etc. I guess they will release more supplements in the future and add on
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This message was edited 2 times. Last update was at 2017/11/21 19:31:08
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2017/11/21 19:53:28
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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We'll get the rules when the weapons are released on miniatures.
The fun thing last year with Blood Bowl is that the old point costs were fully compatible with the new version so even if GW didn't realse the minis/rules, we could have at it. I guess this is not the case now :( Waiting sucks.
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This message was edited 1 time. Last update was at 2017/11/21 19:54:06
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2017/11/21 19:54:01
Subject: Re:Necromunda Underhive - release November 24th
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Ghastly Grave Guard
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str00dles1 wrote:After building the 10 Eschers from the box set based on what they recommend as your options/crew, theres a good bit of bits left over.
this is just one sprue but..
3 Extra heads
2 Stabby Knives
Whip
Chem Flamer
6 Range weapons (mostly las)
2 Grenade packs.
Didn't get a good chance to go through the armory yet to see what other non box weapons they can have. If its a good bit, may pick up another box.
Also incase anyone wondered, it comes with 2 of the same spue, each body except the legs can be configured with whatever head and weapons youd like. The heads are all 2 pieces. Face and hair
6 range weapons mostly las. Except for 2 autoguns and 2 shotguns. 2 las weapons spare
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2017/11/21 20:04:42
Subject: Re:Necromunda Underhive - release November 24th
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Courageous Space Marine Captain
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str00dles1 wrote:Reading the Gang War book more, really wish they added more weapons. I assume each faction will have some that are specific or more common to them, but as is, seems a little limiting. No heavy stubber, sniper, etc. I guess they will release more supplements in the future and add on
You have the book? Can you answer two questions: 1) how exactly the 'no weapon swapping ' thing works? 2) When starting a gang can you initially equip the gang members with stuff from the Trading Post?
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2017/11/21 20:57:41
Subject: Necromunda Underhive - release November 24th
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Three Color Minimum
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Well, I thought after preorders went up that my local group would be at least excited by necromunda coming back. Those guys were so hyped for 8th they reposted every article from warhammer community to the group and links to the rule leaks. No one has mentioned Necromunda. Nothing. That's a really bad sign. The LGS is pretty connected to their customers as well. I doubt the store gets many copies. The store owner will usually ask around the group to make sure he orders enough of a new release. As far as my local group Necromunda doesn't exist. No hype, no planned event. Nothing.
I wanted so badly for this to be just re-released so I could play in some campaigns. Full house support on day 1 would have been really nice. I can't see why they couldn't shift something around to make two more fething sprues. Two gangs does not a campaign make.
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2017/11/21 21:35:39
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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It's basically gonna be a long wait until the game is playable. Time to get the starter box painted and terrain.
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This message was edited 1 time. Last update was at 2017/11/21 21:35:57
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2017/11/21 22:33:44
Subject: Necromunda Underhive - release November 24th
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Speed Drybrushing
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The game will be playable on Friday when it's released.
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Not a GW apologist |
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2017/11/21 22:37:46
Subject: Necromunda Underhive - release November 24th
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Shas'la with Pulse Carbine
Sacratomato
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My group is ready to play next week, (after I put together all of my MDF terrain of course).
Not sure why so many are complaining....other than to complain.
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70% of all statistics are made up on the spot by 64% of the people that produce false statistics 54% of the time that they produce them. |
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2017/11/21 22:43:01
Subject: Necromunda Underhive - release November 24th
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Arch Magos w/ 4 Meg of RAM
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Da-Rock wrote:My group is ready to play next week, (after I put together all of my MDF terrain of course).
Not sure why so many are complaining....other than to complain.
Exactly!
I'm well excited for my pre-order to arrive. I used to play Oldmunda and loved it. But that was then and this is now. Looking forward to see how the new edition works out. Starting in the tunnels and sewers and then on up into the close cramped cities. Two different types of locale to play out across. Even Mrs Jan, who doesnt play games is excited and wants to give it a go.
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