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Made in gb
Longtime Dakkanaut



London

Having now got a few campaign games in...

The game is heavily broken in campaigns. You have to houserule a lot to stop underdogs not being wiped out, control the use of the unbalanced scenarios (some are insta death or give nothing to the defender) and we have had 3 gangs restart because of maulings with no real balancing mechanism bar tactics cards which are mind bogglingly awful.

People have done that work (goonhammer has and it fixed a lot of the useless skills and made it so you took skills rather than always go for stat increases).

There is a good game in there - but having to write your own supplement to balance campaigns is a bit much...
   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

Yes that was my experience too The_Real_Chris, in my view the worst element (or certainly biggest omission) from the new game. Caveat to that is I haven't kept up with the latest new releases so don't know if this has been rectified.

Don't know if this is useful at all but this thread has my thoughts on the matter. Basically it uses N18 for the main 'core' game; mechanics, skills, weapons and things of that nature, while using the classic game for the scenarios, pre and post game (so you get the balancing elements), as well as the advancement roll from the original (this is very much a subjective thing, I'm not a fan of the 'choose-your-advancement' process and the max toughness Goliath gangs that ensue after a few games.

https://yaktribe.games/community/threads/is-anyone-else-playing-an-nce-n18-hybrid-system.9034/#post-199531

Very grateful of your thoughts and what you were considering if you are going to do something similar.




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Made in it
Waaagh! Ork Warboss




Italy

Random advancement roll is my go to for campaigns as well. I also like to enforce WYSIWYG and buying weapons/wargear ONLY from the specific House lists.

Necromunda is not a game for people who want to min/max things. I for example have 20 Van Saar gangers and only one of them is equipped with a plasma gun as I tried to use every single option from the regular kit and the weapons upgrade pack. One option for each special/heavy and expensive pistols/basic as well. Only lasguns guys are more than just one per collection. I did the same with all the other gangs, no 2nd+ Grenade launcher guy in my 20 man collection of Goliath for example.

 
   
Made in us
Sister Vastly Superior





 Blackie wrote:
Random advancement roll is my go to for campaigns as well. I also like to enforce WYSIWYG and buying weapons/wargear ONLY from the specific House lists.

Necromunda is not a game for people who want to min/max things. I for example have 20 Van Saar gangers and only one of them is equipped with a plasma gun as I tried to use every single option from the regular kit and the weapons upgrade pack. One option for each special/heavy and expensive pistols/basic as well. Only lasguns guys are more than just one per collection. I did the same with all the other gangs, no 2nd+ Grenade launcher guy in my 20 man collection of Goliath for example.


Yeah I found games were much more fun/close when the vast majority of units were just armed with basic weapons and only a few (notably champions/ or leader) had anything exotic, but I haven't played since before the faction books came out

"If you are forced to use your trump card, then the battle is already lost" 
   
Made in gb
Longtime Dakkanaut




Same.

List-matching is key. Necromunda is a game that will.absolutely not survive min maxing or list-building for advantage.

Low-power games work fairly well. We are extra lucky all thr models and scenery used are mine, so I can control what gets fielded.

Keep things themed. Our eschers typically have Las rifles and pistols and knives. Shotguns are for the champs and leader. Our orlocks lean on auto rifles and pistols and shotguns. Keep them limited to the occasional knife. Enforcers are mainly pistols and shotguns. Bolters should be rare.

Also try a house rule where only half the gangers cam get access to longarms (rifles, shotguns); the rest are various pistols/knife combos.

We've built it in such a way one faction is good at long range and melee, the other is good at the mid range.

greatest band in the universe: machine supremacy

"Punch your fist in the air and hold your Gameboy aloft like the warrior you are" 
   
Made in no
Longtime Dakkanaut





Deadnight wrote:
Same.

List-matching is key. Necromunda is a game that will.absolutely not survive min maxing or list-building for advantage.

Low-power games work fairly well. We are extra lucky all thr models and scenery used are mine, so I can control what gets fielded.

Keep things themed. Our eschers typically have Las rifles and pistols and knives. Shotguns are for the champs and leader. Our orlocks lean on auto rifles and pistols and shotguns. Keep them limited to the occasional knife. Enforcers are mainly pistols and shotguns. Bolters should be rare.

Also try a house rule where only half the gangers cam get access to longarms (rifles, shotguns); the rest are various pistols/knife combos.

We've built it in such a way one faction is good at long range and melee, the other is good at the mid range.

I fully agree, but I see countless discussions online on how to make the best starting team. And who can blame them? Necromunda always was about running the campaign, then the gang would evolve randomly from different events (advancements, injuries, bonuses etc). What you started with wasn't too important, what was important was how it evolved. But due to the fundamental flaws of all campaigns in new Necromunda, the most important part is the 1st and 2nd battle (winner takes all). After that, it gets increasingly different for a loser to win or a winner to lose.

More on that discussion here:
https://www.dakkadakka.com/dakkaforum/posts/list/802228.page

This message was edited 1 time. Last update was at 2021/11/29 16:16:38


 
   
Made in us
Veteran Knight Baron in a Crusader





I just started my first campaign. After a few games, I wonder if anyone who wrote these rules ever actually played a campaign with them, then went back to edit the ruleset based on the campaign. It seems more like they just threw the rules together and shipped the books without any playtesting at all. On one hand they seem to be embracing tournament-style play, on the other we get things like the Necromunda rules.
   
Made in es
Inspiring SDF-1 Bridge Officer






 Toofast wrote:
I just started my first campaign. After a few games, I wonder if anyone who wrote these rules ever actually played a campaign with them, then went back to edit the ruleset based on the campaign. It seems more like they just threw the rules together and shipped the books without any playtesting at all. On one hand they seem to be embracing tournament-style play, on the other we get things like the Necromunda rules.


That's the GW way of rules writing, so probably yes.
   
Made in us
Blackclad Wayfarer





Philadelphia

mrFickle wrote:
I don’t play necromunda but I do think the models much better than 40ks, already excellent, new releases.

Do you agree and for those that play both is necromunda killing it in the fun stakes aswell?


Not locally - there is far more kill team and AoS going on than Necromunda

This message was edited 1 time. Last update was at 2021/11/30 22:05:11


   
Made in gb
Longtime Dakkanaut



London

 Pacific wrote:
Yes that was my experience too The_Real_Chris, in my view the worst element (or certainly biggest omission) from the new game. Caveat to that is I haven't kept up with the latest new releases so don't know if this has been rectified.

Don't know if this is useful at all but this thread has my thoughts on the matter. Basically it uses N18 for the main 'core' game; mechanics, skills, weapons and things of that nature, while using the classic game for the scenarios, pre and post game (so you get the balancing elements), as well as the advancement roll from the original (this is very much a subjective thing, I'm not a fan of the 'choose-your-advancement' process and the max toughness Goliath gangs that ensue after a few games.

https://yaktribe.games/community/threads/is-anyone-else-playing-an-nce-n18-hybrid-system.9034/#post-199531

Very grateful of your thoughts and what you were considering if you are going to do something similar.





Honestly if I could convince everyone else I would go for something like the GoonHammer mods.

Their changes to skills https://d1w82usnq70pt2.cloudfront.net/wp-content/uploads/2021/10/Lost_Zone_Rules_v1.1.pdf certainly.

Would also use their tactics list and ideas around making a deck.
https://www.goonhammer.com/necromunday-tactics-cards-which-ones-are-good-and-how-to-use-them/
I would go with a deck of 12 chosen prior to the campaign week, ≤6 tier one, ≤3 tier two, ≤6 tier three, ≤6 tier four, +1 SM, +1 ZM (the latter two optional before a game).

Also there ideas around the balance of missions, allowing underdogs in some situations to do the tough missions against the best teams...
   
 
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