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Made in us
Regular Dakkanaut






I just got an early Christmas present in the form of Necromunda, and I'm quite looking forward to playing it. I'm quickly trying to figure out though, since the box says it's played by two or more people, how would that work? How could you divide a gang up to be played by two people? That is, what would be the *expected* way to do this? I so far haven't been able to find a somewhat official answer to this, but I would love to play it with 4 or 5 people.

This message was edited 1 time. Last update was at 2017/12/09 04:13:00


It isn't "fluff" - it's lore.  
   
Made in us
Pyromaniac Hellhound Pilot






Maryland, USA

There are scenarios that call for varying numbers of models, and in the strictest sense each faction gets two duplicate sprues so you could do two small forces for each faction.

M.

Codex: Soyuzki - A fluffy guidebook to my Astra Militarum subfaction. Now version 0.6!
Another way would be to simply slide the landraider sideways like a big slowed hovercraft full of eels. -pismakron
Sometimes a little murder is necessary in this hobby. -necrontyrOG

Out-of-the-loop from November 2010 - November 2017 so please excuse my ignorance!
 
   
Made in nl
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We'll find out soon enough eh.

 Netsurfer733 wrote:
I just got an early Christmas present in the form of Necromunda, and I'm quite looking forward to playing it. I'm quickly trying to figure out though, since the box says it's played by two or more people, how would that work? How could you divide a gang up to be played by two people? That is, what would be the *expected* way to do this? I so far haven't been able to find a somewhat official answer to this, but I would love to play it with 4 or 5 people.


I mean you could technically have as many people playing on each "side" as there are model on the board, but really I expect when they say "2 or more" the "or more" refers to playing scenarios with more that two gangs on the board.

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Yeah it's two gangs, two players out of that box. Trying for any more would be really stretching it.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in us
Regular Dakkanaut






But there are already scenarios for more than one gang you say? So if I was to create another gang, then there are already rules for me to play with 3 players etc?

It isn't "fluff" - it's lore.  
   
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Im not sure about more than two players per game... alternating activation kind of muddies the waters a bit. Im reasonably sure were going to get a scenario like that, but so far, its not available. Just a matter of time though til either a fan, an expansion or a WD article adds one.
   
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Depends on how many players that you feel comfortable in the trenches with.

For new players, you can play with 2 gangers per player, so you can get 4 or 5 players playing. add in a house roll, or give everyone a dice off for initiative per turn.

In this way, though- don't make it a habit, because too many people will get confusing quickly.

THIS can be a jump off point per player to make enough creds to start their own gangs with the one or two guys. If you have 10 or 12 figures, you can go with 6 to begin with to get people into the game, teach the rules, and get people into the progression of the play. You play this game for a game or two, and then let people get a gang sheet and start filling in their gangs.

I'd do this for a good jump off point for a campaign for a group of players.




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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 Grot 6 wrote:
Depends on how many players that you feel comfortable in the trenches with.

For new players, you can play with 2 gangers per player, so you can get 4 or 5 players playing. add in a house roll, or give everyone a dice off for initiative per turn.

In this way, though- don't make it a habit, because too many people will get confusing quickly.

THIS can be a jump off point per player to make enough creds to start their own gangs with the one or two guys. If you have 10 or 12 figures, you can go with 6 to begin with to get people into the game, teach the rules, and get people into the progression of the play. You play this game for a game or two, and then let people get a gang sheet and start filling in their gangs.

I'd do this for a good jump off point for a campaign for a group of players.



I'm curious how you mean having too many people will get confusing quickly? How might having 4 or 5 players get confusing? (Unless you meant eventually adding 12+ players?)

It seems divvying up gangs to players is something some of you believe in, and others believe won't quite fit right. Why is this so, I wonder? Would it basically be because one gang would likely have the same objectives and thus divvying up the players in a gang would mean each player playing in one gang wouldn't really get much freedom of choice?

And eventually if said players were able to get more gangs, are there any rational missions we can come up with here on the fly that might work out? If I can find out how viable these things are now, then I can start getting people I know interested

It isn't "fluff" - it's lore.  
   
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Longtime Dakkanaut




 Tyr13 wrote:
Im not sure about more than two players per game... alternating activation kind of muddies the waters a bit. Im reasonably sure were going to get a scenario like that, but so far, its not available. Just a matter of time though til either a fan, an expansion or a WD article adds one.


You alternate activate in a sequence. Not super hard
   
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 Tyr13 wrote:
Im not sure about more than two players per game... alternating activation kind of muddies the waters a bit.

Just go in clockwise or counterclockwise order, one activation each, until done.


 
   
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 Netsurfer733 wrote:
 Grot 6 wrote:
Depends on how many players that you feel comfortable in the trenches with.

For new players, you can play with 2 gangers per player, so you can get 4 or 5 players playing. add in a house roll, or give everyone a dice off for initiative per turn.

In this way, though- don't make it a habit, because too many people will get confusing quickly.

THIS can be a jump off point per player to make enough creds to start their own gangs with the one or two guys. If you have 10 or 12 figures, you can go with 6 to begin with to get people into the game, teach the rules, and get people into the progression of the play. You play this game for a game or two, and then let people get a gang sheet and start filling in their gangs.

I'd do this for a good jump off point for a campaign for a group of players.



I'm curious how you mean having too many people will get confusing quickly? How might having 4 or 5 players get confusing? (Unless you meant eventually adding 12+ players?)

It seems divvying up gangs to players is something some of you believe in, and others believe won't quite fit right. Why is this so, I wonder? Would it basically be because one gang would likely have the same objectives and thus divvying up the players in a gang would mean each player playing in one gang wouldn't really get much freedom of choice?

And eventually if said players were able to get more gangs, are there any rational missions we can come up with here on the fly that might work out? If I can find out how viable these things are now, then I can start getting people I know interested


Yes sir.

You can have up to 12 people playing. You do it as an introductory game for two or three scenarios. 10/2= 5 players. 2 gangs, that will give you 10 players.

You do it as an introductory discussion, and get people playing the scenarios. With the gang divided, the players can play their 1 or 2 gangers as basic gangers for the scenario, then after the game, put them in Gang leader, and 1 ganger, or specialist. depending on your groups agreement.

As an added thought, the players do not have to stick with 1 gang, either. You can change your new gang leader for your house- using the added oldgang conversion sheet on the website, OR they can go on ahead an use the Goliaths, and Eshers.

For that new into game, the gang is together, just that the figures/ gangers are played by different people. the boxed set comes with cards for the basic gangers, but you can let the players take the gangers and change their names and refit them after the game for the newly blooded gang leaders. The gang sheets are on the website, and there are blank cards that can be copied for use for new gang leaders.

You can play multi player games, or get people on different boards with two people games.

Multiplayer games, right now.- Genestealer/ large monster hunt. zombie/ pox-cultist invasion. Capture the special territory/ water still, ammo dump. and Hunt the spy.

Single player games, you can go on ahead and start adding more terrain, and adding more stuff to the map boards. AND add in some scrap buildings to graduate to the next level.

As a new player, your objective is to get people playing the game. OLD players have an edge. new kids... yeah, you guys are going to have to catch up. Doing it my way gives you some new gang leaders/players with a basic 2 player, either gang leader, or gang leader and ganger/specialist that you can start new gangs with that add that extra little bit of character to your game group.

It works, and your game group will explode, if you are invested in the story. People are drawn to base level games, because they do not have to throw a whole paycheck at the game to play it.



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. 
   
Made in au
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Versteckt in den Schatten deines Geistes.

 Breotan wrote:
Just go in clockwise or counterclockwise order, one activation each, until done.
If it's multiple players per side, then it's easy, each person controls a set amount of people, and they just take turns.

But if we're talking about multiple players playing multiple gangs, then that's just a case of rolling for priority and then looking at the results. ie. 4 people playing, they roll, the results are 1, 2, 5 and 6. Six goes first, then 5, then 2, then 1.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in at
Tail-spinning Tomb Blade Pilot





... thats kind of what I mean. There are multiple ways to possibly play with multiple people, but theyre all different, and may lead to issues that could be hard to see at a glance. Rolling lowest priority means that you could have your gang targeted by n-1*3 other gangers before you even get your first activation, if all other gangs, well, gang up on you. Thats really the biggest issue. The person who goes last has a pretty decent chance of losing a lot of guys in the beginning (especially considering theres a lot more lead in the air than in a normal game).

I feel like a drawing system might make more sense. Ie, each gang has a token, a card or w/e. Someone pulls a token, that gang gets to activate once, next token is drawn, that gang takes their activation, until all tokens have been drawn. Then you put them all back and start again for the next round of activations.
(this way, youd only know who gets the last activation on the last draw, rather than knowing from the onset that Bill is going last, so lets focus fire on Bill...)
   
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But if Bill knows he's going last he hides as much as possible. As soon as the first turn is over then it's much of a muchness as the cycle begins properly.

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But Bill only knows hes going last when you roll for the drop - ie, when its too late to hide.
   
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No matter how many players there are, one should always assume you'll go last, and deploy accordingly.
   
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If you've got a good table, you'll likely not have any way to shoot at the enemy T1, anyways.


Codex: Soyuzki - A fluffy guidebook to my Astra Militarum subfaction. Now version 0.6!
Another way would be to simply slide the landraider sideways like a big slowed hovercraft full of eels. -pismakron
Sometimes a little murder is necessary in this hobby. -necrontyrOG

Out-of-the-loop from November 2010 - November 2017 so please excuse my ignorance!
 
   
Made in us
Regular Dakkanaut






I could've sworn I read all the responses after my last post. I was clearly mistaken

Those responses have made the outlook on my Necromunda life look WAY awesomer I'm not confident this may be the game of choice for my friends and I. Myself and someone else intend to be making the models for it etc, and then we'll let our non-painting friends play along with all we've made.

 Grot 6 wrote:

Multiplayer games, right now.- Genestealer/ large monster hunt. zombie/ pox-cultist invasion. Capture the special territory/ water still, ammo dump. and Hunt the spy.
.


See now one of the reasons I'm so drawn to Necromunda is because I feel like it's just crazy customizable. Even the models/boards etc can be easily used for an old FFG RPG, no? Even do some crazy stuff like have a squad of space marines enter the mix with custom, home made rules, hah.

So all of these multiplayer games you've talked about now are boggling my mind @.@ I've checked the website (rules errata section etc.) and I can't seem to find any Necromunda resources like you were talking about. Where can I find more of said things/rules/scenarios/etc.?

It isn't "fluff" - it's lore.  
   
Made in us
Regular Dakkanaut







... -_- the Gang War supplement. Duh. Can't believe I didn't know about that; thanks! Was that Hunt the Spy mode etc part of it? I get the feeling it's from some fan work which I'd also love.

It isn't "fluff" - it's lore.  
   
 
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