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Made in us
Longtime Dakkanaut





Hey folks. The wife and I are slowly shedding the yoke of only playing competitive 40k. Its just such a drain on resources and time chasing the meta, that we're ready to actually enjoy game time again. Part of that is revisiting favorites like This is Not a Test, and Walking Dead, but we also want to try some new(er) stuff.

We played original Necromunda for years and loved it and are curious about Newcromunda, but there's some confusion.

1. What do we actually NEED to buy? If we don't want to buy the full box are we forced to just for the core rules, or are they available elsewhere officially?
2. What do we WANT to buy? Any really great added content? It seems like the GangWars books are needed just to even remotely reach a complete game rules/content wise?
3. What are these cards? If we want to run a long campaign should we track them all down?
4. How is Newcromunda as a campaign? Are between game events back? Territories? Cool character progression that changes your plans midstream? Injuries?

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
Longtime Dakkanaut






Westchester, NY

1. If you have the models then you just need to get your hands on a rulebook to read at home really. Whoever you play with (especially if its me and especially if we are meeting up with other folks) will have extra necessary stuff. I've already gotten two big boxes I'm happy to give you the extra rulebook dude. That being said the big box is a pretty good deal for what you get. I've seen some 'compiled' rulesets floating around. The rules are certainly a mess at the moment, but in a necromunda campaign we are free to house rule the things that are the worst offenders. So a little tinkering is necessary I think, the main problem is with the way they released the books and with the editing. You can play starter games using the original rulebook and the tiles, no problem... as far as rules go the only real rules in gang war 2 are additional terrain rules for 3D terrain, Gang war 3 if you have orlocks or plan on using bounty hunters or hangers-on, and the hangers-on seem pretty interesting but most of the time it might just be better to just buy another ganger.

2. Everything? Haha i suppose it's worth it to wait for a compiled rulebook but so far the kits are great, the cards are fun, I even buy custom dice so maybe not the right guy to ask. (just PM me before we hang out if you want to avoid getting the starter box)

3. We can make decisions about using cards or not in the campaign, if anyone has any insight on this I'd be happy to know, but my feeling from playing with the tactics cards is that they add a lot of flavor to the game and are great for a more narrative style of play. They shake things up a little bit and let you adjust your tactics depending on scenario. There are good cards in the core set, i don't think you really really need the extra tactics cards.

4. I think the real value of the game is in a campaign, they've brought most of the older campaign stuff back and it's a lot more detailed than SW:A. Maybe not quite as random as the old version but it's certainly all there.

The other issue of what you need to play is of course, terrain... you might have that at home, but the tiles are great for quick games and intro games to get familiar with the mechanics. At the moment I'm just taking the tiles to the club and it sets up easy as a board game, it's very helpful to get started and adds more variety to the scenarios. Of course intense, multi-level 3D terrain + campaign is really the pinnacle of what makes the game fun.

 
   
Made in us
Longtime Dakkanaut





You know... I feel like an idiot. I can't believe I didn't think to just ask you directly, considering we'll all be playing together. :-p

So how do the Tactics cards work, officially? Do you add your faction-specific ones to the deck... do you tailor specific sized decks? Is that part of the campaign as well?

Terrain won't be a problem. We've played full 40k and skirmish games like OG Necromunda so long we could make five 6x4 tables... comfortably. :-p We still play stuff like Frostgrave almost every week, for instance which likewise needs a ton of terrain, and verticality.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in no
Longtime Dakkanaut





1. Core rules are not available elsewhere (officially).
2. You WANT everything (at least I do).
3. There are two types of cards, fighter cards and tactic cards. You don't need any of them, but tactic cards can be fun. Scenarios which allow you to choose cards can lead to boring situations where basically the best cards gets chosen every time. This can be house-ruled to random or semi-random instead.
4. Between game events (pre- and post-battle) is essential to Necromunda and is back. Character progression is similar but also very different. You choose more level-ups now instead of rolling randomly. Necromunda as campaign is pretty much like Necromunda as a whole: very fun, still in open beta / early access with a lot of bugs, inconsistencies and weird stuff you are going to want to fix with house rules even after the first game.
   
Made in us
Longtime Dakkanaut






Westchester, NY

NewTruthNeomaxim wrote:
You know... I feel like an idiot. I can't believe I didn't think to just ask you directly, considering we'll all be playing together. :-p

So how do the Tactics cards work, officially? Do you add your faction-specific ones to the deck... do you tailor specific sized decks? Is that part of the campaign as well?

Terrain won't be a problem. We've played full 40k and skirmish games like OG Necromunda so long we could make five 6x4 tables... comfortably. :-p We still play stuff like Frostgrave almost every week, for instance which likewise needs a ton of terrain, and verticality.


other posters might have very useful things to say so it makes sense.

The tactics cards vary by scenario, you pick them out of your available 'deck' which is just all the cards you have (basic + faction specific), and you are usually picking 2 or 3 cards out. They are kind of important because the scenarios seem to have been written with the cards in mind, like for example if you have one gang that is more points than the other, or in a better strategic position, the underdog receives more tactics cards. And like I said, the cards are powerful. I think they are an important tool but when it comes to doing any house rules for the campaign I'll take a look at an issues with it.

there are blank cards for the gangers as well, I'm going to laminate mine and use dry erase markers. I've played some intro games at the club just using the basic cards that come in the box, they are accurate enough to what the stock weapons loadouts for the models are so it makes sense. It's helpful if you have the rules for the weapons they have on the card itself. But you don't truly need them you can just use a printout roster basically, it's a convenience and preference thing.

 
   
Made in us
Regular Dakkanaut




Parshall, ND

Personal opinions

NEED: Basic Book, Gang Wars I, 2 gangs (Either official or a group of thematic miniatures), set of Necromunda dice (Scatter, ammo, injury), templates...some form of terrain

----All but gang war is included in the basic box BTW

Want: Gang War II, always more terrain and more miniatures (if you are like me)

Cards: Two kind Tactics give you an advantage in game (Special one off's)/ Gang cards keep track of your characters (Make them with 4x6 cards at home)

Campaign: Have not played campaign mode yet, but seem solid but slower growth than twenty years ago

   
Made in us
Longtime Dakkanaut





So, we grabbed the core box, both Gang War supplements, an Orlock box, an extra set of dice, and the Escher and Orlock card packs.

Oh... and a copy of this month's White Dwarf for the Chaos Cultist rules!

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in gb
Leader of the Sept







Nice Let us know how it goes!

Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!

Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 
   
 
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