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![[Post New]](/s/i/i.gif) 2020/09/25 09:03:11
Subject: Old necromunda or new?
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Bush? No, Eldar Ranger
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Which is better, old necromunda or new? Why?
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The only thing better than a good nights sleep, is two good nights sleep. |
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![[Post New]](/s/i/i.gif) 2020/09/25 13:46:41
Subject: Re:Old necromunda or new?
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Joined the Military for Authentic Experience
On an Express Elevator to Hell!!
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Wow, this is a big question!
First thing I will ask - do you have the classic miniatures or the new ones? As there are a lot of weapons and wargear items on the new miniatures that aren't in the old rules set, and the opposite problem for the old miniatures.
Another thing on ruleset - it's not a set thing. You have the old rulebook which came as part of the original release, also the NCE (Necro community edition) which was a version developed by fans following the end of GW's support for specialist games some years ago.
Check out the Yaktribe website which will have those rules available for download.
Even the new version has multiple add-on books from GW as well as a community version in the works from Yaktribe.
But really I think it's a very subjective thing and new rules share a lot of components of the original, so they are not drastically different.
I like some elements of the new game: alternative activation, which feels much more modern, and the gameplay feels faster and snappier (close combat is much more straightforward).
But, I think the campaign and balancing elements of the classic edition are better, chiefly the handicapping and balancing rules.*
So, I've used a hybrid system that uses most of the new rules with a few elements of the original (campaign/injury charts, as well as a WHFB style 'to hit' table as the set values in the new game are crap)
I know some players have struggled with the game in a tournament setting as some of the rules writing is contradictory (again, YMMV, I mostly played quite soft narrative campaigns so its less of an issue).
*I've not kept up with the latest books so apologies if I'm incorrect here and better campaign balancing has been introduced since.
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This message was edited 2 times. Last update was at 2020/09/25 13:47:53
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![[Post New]](/s/i/i.gif) 2020/09/25 14:08:52
Subject: Re:Old necromunda or new?
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Ork Boy Hangin' off a Trukk
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Pacific wrote:Wow, this is a big question!
First thing I will ask - do you have the classic miniatures or the new ones? As there are a lot of weapons and wargear items on the new miniatures that aren't in the old rules set, and the opposite problem for the old miniatures.
Kitbashing exists, and because the old rules are free in a pdf, you are able to plan on where to get your weapon options, although you may have to make your own gang and assign them some of the rules used by a different gang, but kitbashing is a thing.
As for rules, the older ones a 1. free in an online pdf that I think GW put out when the game was retired (just google old Necromunda rules), and 2. The rules are a bit more complicated, or detailed if you prefer, from what I've heard, and some people (like me) like rules that way, but some don't.
The newer ones will need you to buy books and possibly white dwarf articles, but you may still kitbash, and 2. the newer rules are still being updated.
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This message was edited 1 time. Last update was at 2020/09/25 14:10:10
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![[Post New]](/s/i/i.gif) 2020/09/25 19:48:30
Subject: Old necromunda or new?
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Bush? No, Eldar Ranger
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Hmm, not quite the answers I had in mind, more, what are your thoughts on the two editions? For me, old trumps new by a long way.
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The only thing better than a good nights sleep, is two good nights sleep. |
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![[Post New]](/s/i/i.gif) 2020/09/25 20:38:09
Subject: Re:Old necromunda or new?
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Mighty Vampire Count
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I like alot of the new things they are bringing into the game - lots of cool new models and background.
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I AM A MARINE PLAYER
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
www.dakkadakka.com/dakkaforum/posts/list/528517.page
A Bloody Road - my Warhammer Fantasy Fiction |
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![[Post New]](/s/i/i.gif) 2020/09/28 15:28:30
Subject: Old necromunda or new?
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Longtime Dakkanaut
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Old. New game has garbage quality and changes every month. New game is fun though.
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![[Post New]](/s/i/i.gif) 2020/09/28 21:31:02
Subject: Old necromunda or new?
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Been Around the Block
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Overall I think the new version edges it.
In an ideal world, a mix of the old campaign rules with the new tabletop rules.
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This message was edited 1 time. Last update was at 2020/09/28 21:31:20
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![[Post New]](/s/i/i.gif) 2020/09/28 22:55:06
Subject: Old necromunda or new?
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[MOD]
Making Stuff
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I love the range of new stuff that they're injecting into the game with the new version, but they killed my interest right at the start when they introduced a starter set on a 2D mat.
So old Necromunda all the way, for me, although we'll probably eventually look at adapting some of the new material into the old rules.
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![[Post New]](/s/i/i.gif) 2020/09/29 15:47:04
Subject: Old necromunda or new?
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Battlefield Tourist
MN (Currently in WY)
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I like the new wargear and differentiation of starting gangs in the New version.
However, for playability the old one is much better.
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Support Blood and Spectacles Publishing:
https://www.patreon.com/Bloodandspectaclespublishing |
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![[Post New]](/s/i/i.gif) 2020/09/29 18:42:23
Subject: Re:Old necromunda or new?
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Fixture of Dakka
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As a curious outsider to the game - even on the original's release back in the early 90s - its seems to have a lot of character and definitely a breath of fresh air to the usual space marines, eldar etc.
The old edition felt like a product with little scope beyond a year or two of sales( hey, I was about 15 the time and didn't know my ass from my elbow ) and had little interest in it. On the other hand it was great that GW had an early stake in the skirmish gaming scene. I suppose it felt like 40K but without the scope for expansion and that was the turn off, so to speak.
The new edition has been very inviting but ultimately lost me due to mucking around with the rules and no longer having a reasonable starter set. That said, I feel I might have chosen the wrong game as Necromunda has enjoyed better support than Kill Team, and still going strong. Sadly, I don't have enough time for another 2+ player game, but the solo mission with the Ambot is something I would enjoy. Should they release a solo campaign expansion that would be enough for me to give it a shot...
...speaking of which, Warhammer Quest: Necromunda would be insane.
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Casual gaming, mostly solo-coop these days.
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![[Post New]](/s/i/i.gif) 2020/09/29 22:39:27
Subject: Old necromunda or new?
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Battlefield Tourist
MN (Currently in WY)
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Along time ago I made a Necromunda RPG based on Shadowrun 3rd edition. I wish I still had the rules, but that was before cloud based computing.
Anyway..... Necromunda..... ah..... Old version..... yeah.....
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Support Blood and Spectacles Publishing:
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![[Post New]](/s/i/i.gif) 2020/09/30 16:37:49
Subject: Old necromunda or new?
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Foxy Wildborne
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The new one will be great once it's dead and the grognards make a universally accepted fan rewrite.
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The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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![[Post New]](/s/i/i.gif) 2020/09/30 20:25:11
Subject: Re:Old necromunda or new?
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Longtime Dakkanaut
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As much as I like the new version one flaw is just too appalling to be ignored:
The constant repetition of the SAME weapon stats in each book while errors from previous books are NOT corrected.
So the old rules are by far superior due to less baggage & errors.
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This message was edited 1 time. Last update was at 2020/09/30 20:25:39
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![[Post New]](/s/i/i.gif) 2020/09/30 21:30:22
Subject: Old necromunda or new?
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Fixture of Dakka
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Old.
Simple and fairly quick to pick up.
Fewer weapons makes things easier for both players.
My two cents,
CB
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![[Post New]](/s/i/i.gif) 2020/09/30 22:57:01
Subject: Old necromunda or new?
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Foul Dwimmerlaik
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I use the new stuff.
But only because i gave all the books un digital format, as well as pdfs of tne cards.
Otherwise, id go with the old rules.
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![[Post New]](/s/i/i.gif) 2020/10/02 12:22:14
Subject: Re:Old necromunda or new?
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Joined the Military for Authentic Experience
On an Express Elevator to Hell!!
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If anyone is interested in doing something similar themselves, this was my idea for a hybrid system (I have copied over from a thread on Yaktribe). Sadly I only got to play a handful of games with it before the current covid restrictions but hopefully it combines the best elements of the new system (rules for new miniature ranges, alternative activation), with the campaign and balancing bits of the original, plus a few other tweaks.
Game Mechanics
1 - Indirect weapon attacks - using scatter rules from NCE (on the grounds that accidentally throwing a grenade and hitting one of your own gangers, or having one blow themselves up, is one of the most entertaining things that can happen in a wargame!)
2 - High Impact/exploding weapons/catching fire rules from NCE - as per above!
3 - Close Combat - replace WS/to hit role with the classic WHFB hit chart (copied in spoilers below). I'm actually torn on whether to use the whole NCE version of melee combat as I don't like how counter-intuitive the N17 version is (although it is much faster). That would however probably mean having to use the NCE skills list.
4 - Shooting into melee - Allow hitting of own gangers as per NCE (again, this was usually pretty entertaining and something of a gamble)
Mission/Campaign
1- Scenarios: Use NCE - just edge it for me as being a bit more characterful and variable (although N17 scenarios could be used with re-workings of Exp.)
2- All post-game (experience, gang rating, missions, territories, trading inc. trading post) from NCE* - I think for campaign play the balancing mechanisms for money generation, experience, handicap etc. are superior in NCE and will help keep a campaign going longer (with less super-gangs and re-starts)
Also that the basic gangers take more of an active role in upkeep and progression.
* additional weapons (and gang-specific options) introduced with N17 are used, so the lovely new models and characterful options can be used.
3- Serious Injuries - Use NCE. 18 results in the table vs. 12 of N17 makes it more variable. Also links better with the NCE post-game/game balance and trade charts etc.
4 - Advancement roll - all members use this (am not a fan of 'pay XP to choose' for Leaders/Champions, which feels a bit too hero-focussed)
This adaptation (courtesy of @FerociousBeast ) adds the primary/secondary element to the classic NCE advancement roll.
2D6 Cost Advancement Value
2 Generate a random skill from any skill set
3 Generate a random skill from the fighter’s Secondary skill sets
4 Generate a random skill from the fighter’s Primary skill sets
5 Roll D6: 1-3 – +1 Strength; 4-6 – +1 Attack
6 Roll D6: 1-3 - improve WS by 1; 4-6 - improve BS by 1
7 Roll D6: 1-3 – +1 Movement; 4-6 – improve Initiative by 1
8 Roll D6: 1-2 – improve Leadership by 1; 3-4 – improve Cool by 1; 5 – improve Willpower by 1; 6 – improve Intelligence by 1
9 Roll D6: 1-3 - +1 Toughness; 4-6 - +1 Wound
10 Generate a random skill from the fighter’s Primary skill sets
11 Pick a skill from the fighter’s Primary skill sets
12 Pick a skill from the fighter’s Secondary skill sets
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![[Post New]](/s/i/i.gif) 2020/10/02 15:04:00
Subject: Re:Old necromunda or new?
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Neophyte Undergoing Surgeries
Netherlands
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Not yet been able to play the new edition. Played the first edition very very very much and enjoyed it even more. So guess it depands on what your experience is. For me if I would play the new edition it would probably never be better then my old memories. If you can even compare the two, I don't really know...
I will be playing the old edition soon though. Have still a big Esher and Cawder gang and also the old main box set with buildings and rule books. Should be fun!
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![[Post New]](/s/i/i.gif) 2020/10/02 20:41:45
Subject: Re:Old necromunda or new?
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Knight of the Inner Circle
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Old and New have good things I like and dislike.
In the old game, people figured out combinations that made it tough to play some games and missions. With the new game, people are still working out things.
But like the weapons, I liked the old version that was just scraps of old imperial weapons, now in the new version there are all kinds of new weapons meaning
you are going to need to buy new models to get them. The other thing is I love my old models and the new scale of the new make them look wonky when
I try to mix them together.
The next thing that got my goat in the old version when shooting a roll of "6" meant that you jammed your weapon.
Now that happens only if you go crazy with the firepower dice or if someone plays a tactic card on you. It still happens in the new
but in the old, it seemed like it almost every round I would roll a six. On tactics, Goonhammer has listed all the new tactic cards and there
are over 250 of them. Hard to keep track of what is going on and more are made with ever release it seems. But they work like dirty tricks
in blood bowl and I like to have cards up my sleeve to get out of a bad situation.
Close combat is about the same but the old had to Compare weapon skills and it made an immediate gap if a fighter had a high weapon skill. but the
new is just roll to hit the number on your fighters sheet is kind of boring.
Both have good and bad neither is perfect. but with every release of the new, there is a pile of new rules to learn while still remembering what you already
know and hope its not the previous version you are remembering.
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![[Post New]](/s/i/i.gif) 2020/10/04 03:12:14
Subject: Old necromunda or new?
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Bush? No, Eldar Ranger
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For me, the old one was better in every sense. More gangs, no screwing around with las guns, better scenarios, more playability and, best of all, a trading post in the main rulebook without all the "buy this other book for the rest of the essential features" BS that seems to be the mainstay of the current GW.
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The only thing better than a good nights sleep, is two good nights sleep. |
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![[Post New]](/s/i/i.gif) 2020/10/07 23:41:50
Subject: Old necromunda or new?
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Liberated Grot Land Raida
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Ive been a big Oldschool Necromunda fan since the oringal release. I joined the hobby jumping into 2nd ed 40k with Eldar and Spacewolves but as anyone who was around in 2nd ed days will recall those rules were not suited to massed armies. But when Necromunda came along it all made sense.
8-10 figures each. Built up urban terrain on Half the playing space, every roll is a nail-biter. Every game matters. Legends are made and lost as the campaign goes along. Loved it, still love it.
I kept all my old Necromunda stuff and saw absolutely no need to jump in on this re-release. I'm not knocking it, I've never tried it but I can confidently say the original is a stonking great game you will enjoy and won't be disappointed in.
The Cost barrier to entry is low with free rules and a community universe of scenarios to download. The scope is endless and the only limit is your investment of care and dedication to your new gang. Make them family, Give them names, write their story, grieve their losses and celebrate their victories. What could be better?
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