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Made in lu
Rampaging Khorne Dreadnought






Never played necromunda. Seems to rely on armouries for gear, which I like. But how would they handle the same items being more or less useful on different units? To avoid the BS 15 point plasma type of issues we currently have.
Do different roles pay different prices?

This message was edited 1 time. Last update was at 2017/03/15 23:53:49


 
   
Made in us
Longtime Dakkanaut





 squall018 wrote:
NewTruthNeomaxim wrote:
 squall018 wrote:
But he can be equipped with special weapons just like the initiate and has the same stat line... so if this is correct, just spam heavies even if you don't actually equip them with heavy weapons.



Except the Specialist and Leader is always "cheap" because they're your "mandatory" takes, and have limited slots.


It could be that way. That's not how it was in Necromunda, but that doesn't necessarily mean anything either.


No... but a good many "not Necromunda" games since, ala This is Not a Test, etc... have experimented with doing that, at least for a while

11527pts Total (7400pts painted)

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Made in au
Infiltrating Broodlord





Yeah in the old Neco leader was 120creds(max1) Heavy 60creds(max2) then Gangers 50creds and Juve at 25creds

But then again with this new set based off the old rules, the heavy may well not be a mistake, but there can be a large tax on the weapons themselves

This message was edited 1 time. Last update was at 2017/03/16 00:10:00


 
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

 Roknar wrote:
Never played necromunda. Seems to rely on armouries for gear, which I like. But how would they handle the same items being more or less useful on different units? To avoid the BS 15 point plasma type of issues we currently have.
Do different roles pay different prices?


basically in necro you had credits you used to by dudes and weapons as i remember you could only put certain weapons on certain types of dude like juves were pistols and ccws only pretty sure your 'heavy' was the only one who could ever have heavy weapons.
different types of dude could roll on different skill trees as they exp'd up too as i remember. so heavies and leaders could roll on the mucle tree which for most gangs normal dudes could not etc etc. There was often a lot of juggling of gear like if your ganger went up a point of WS and you had a chainsword on another one then you could swap em... ugh all this talk is making me wanna play necro now it really was one of the most engaging games i ever did play

This message was edited 3 times. Last update was at 2017/03/16 00:25:53


 
   
Made in gb
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GodDamUser wrote:
Yeah in the old Neco leader was 120creds(max1) Heavy 60creds(max2) then Gangers 50creds and Juve at 25creds

But then again with this new set based off the old rules, the heavy may well not be a mistake, but there can be a large tax on the weapons themselves


Or specialists are an upgrade to gangers. You buy your neophyte Hybrid for 60 credits and then upgrade him to a heavy for another 10.

Liking what I am seeing so far. Painting up the Overkill Neophytes now.


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That box looks amazing. The boyz and scouts can pretty much just go into the trash, but that terrain... *drool*
   
Made in pl
Wicked Warp Spider





 Latro_ wrote:
 Roknar wrote:
Never played necromunda. Seems to rely on armouries for gear, which I like. But how would they handle the same items being more or less useful on different units? To avoid the BS 15 point plasma type of issues we currently have.
Do different roles pay different prices?


basically in necro you had credits you used to by dudes and weapons as i remember you could only put certain weapons on certain types of dude like juves were pistols and ccws only pretty sure your 'heavy' was the only one who could ever have heavy weapons.
different types of dude could roll on different skill trees as they exp'd up too as i remember


Huge part of original Necromunda was to properly allocate available weaponry and wargear for models, which could utilise them in the most efficient way. Combined with scarcity of valuable weaponry and other factors, you usually ended up with very, very underoptimized force... Frankly, this is my only remaining "large" question regarding Shadow Wars - how they manage faction-dependant wargear. Because in "proper" Necromunda everyone had more or less access to the same weaponry, with some outliers having fixed equipment (like Eldar Scouts). Clearly, Neophyte Hybrids follow the old Necromunda pattern for equiping gang members, but that can be more of a Genestealer Cult trait, as it fits their 40K "feel" as well as "necromundan Cult gang"...

And just to put some perspective on old Necromunda weaponry prices - "naked" Heavy ganger cost was 60pts, but Lascannon was... 400, Heavy Plasma 285, Heavy Bolter 180... Some special weapons: Melta 95, Plasma Gun 70... So they were no "small upgrades" for 15 pts. If the system is "backwards compatible", then expect some very high price tags for things like Space Marines or Tyranid Warriors. "Humble" Genestealer was 280pts...

This message was edited 1 time. Last update was at 2017/03/16 00:35:03


 
   
Made in lu
Rampaging Khorne Dreadnought






wow lol. I guess at that point it doesn't matter much anyway.
   
Made in gb
Regular Dakkanaut






Good to see Genestealer Cults are in. One of the few things Necromunda lacked was a well balanced Genestealer Cult gang; almost all the fans ones I have come across being compromised in one way or another. It would be interesting to see if GW can do a good job on that one.

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I am really not a fan of this so called Necromunda revamp.. Its a cop out to sell more of their existing miniatures.

For me Necromunda or what ever they want to call it now, is human gangs running in the underhives.. Not Orcs, space marines, Genestealer cult and what ever they are gonna put into the game. Knowing GW you can make deamon, ad mech and tau teams as well. They have no place in a Necromunda setting. This is nothing more than kill team disguesed as a necromunda revamp.. They even call it a kill team in the spoiler.



Was hoping for more than just a kill team reskin.

This message was edited 1 time. Last update was at 2017/03/16 00:58:37


   
Made in ca
Lit By the Flames of Prospero





Edmonton, Alberta

 squall018 wrote:
But he can be equipped with special weapons just like the initiate and has the same stat line... so if this is correct, just spam heavies even if you don't actually equip them with heavy weapons.



If this is like normal necromunda, it's only 1-2 heavies max. You can't spam them.
   
Made in ca
Longtime Dakkanaut






Even if that's the case, it's a weird mechanic to implement, and has no logic.

Hopefully it's a typo.

lost and damned log
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 Samsonov wrote:
Good to see Genestealer Cults are in. One of the few things Necromunda lacked was a well balanced Genestealer Cult gang; almost all the fans ones I have come across being compromised in one way or another. It would be interesting to see if GW can do a good job on that one.



Yeah the biggest issue with the Old GSC attempts with Necromunda was that Genestealers themselves were powerful and there were already rules for them in the game.

Best set that I could find (but cannot find anymore D=) was you picked a gang normally but, you could 'Aquire' a magus latter as a hireling and use a purestrain like a Matriarch from the Spyer gang. They also had the chance to get hybrids in the form of scavvy mutations. But copped negs to the outlaw table if you used anyone obviously Xenos Corrupted, and if you got outlawed you couldn't become lawful again, couldn't get any Magus or Purestrain support and any bounty payments on your duders were doubled
   
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 ZombieDK wrote:
I am really not a fan of this so called Necromunda revamp.. Its a cop out to sell more of their existing miniatures.

For me Necromunda or what ever they want to call it now, is human gangs running in the underhives.. Not Orcs, space marines, Genestealer cult and what ever they are gonna put into the game. Knowing GW you can make deamon, ad mech and tau teams as well. They have no place in a Necromunda setting. This is nothing more than kill team disguesed as a necromunda revamp.. They even call it a kill team in the spoiler.


"I can't believe this thing that isn't called Necromunda isn't Necromunda."
   
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 squall018 wrote:
Sneak peak of the rules.



yes. This is perfectly lining up for bringing a slightly updated Necromunda ruleset back as the skirmish template for GW games. I woukd not be surprised if the Shadowspire release is Mordheim for AOS. While there are already great fan options, making it official will bring in new players. I'm as big of a Necromunda fan as you will find, but this is an exciting release on its own. A year or so back when GW announced Specialist Games coming back, JB had mentioned to the Inq28 community he had been working on new concept sketches for Necromunda. But knowing games take a few years to develop the miniatures, we likely have a little bit before a boxed set would be ready.

I'm happy to have this in the mean time from what that rules pic seems to indicate. For anyone unfamiliar with the Inq28/Blanchitsu/Inquisimunda community, go do some googling and check out how cool gaming at a skirmish level and getting creative with the 40k can be. IMO it is infinitely more appealing than the large scale battles are. Looking forward to getting my Genestealer Cult and Inquisitorial Rentinue into action.

You can never beat your first time. The second generation is shinier, stronger, faster and superior in every regard save one, and it's an unfair criticism to level, but it simply can't be as original. - Andy Chambers, on the evolution of Games Workshop games
 
   
Made in au
Infiltrating Broodlord





Yeah the people complaining about the setting have to realize that this isn't Hive Necromunda, this is based on the Hives of Armageddon which is an active warzone (while primarily between Orks and IOM, Other factions were making an appearance here and there See. 3rd War of Armageddon)

So there is nothing stopping people from playing with their human gangs on the world of Necromunda in the Hive Necromunda Primus. You also have multiple rulesets to choose from as well (3) and if these rules are as close as they are claiming then you could have a 4th option of rules for that place setting
   
Made in ca
Lit By the Flames of Prospero





Edmonton, Alberta

 Starfarer wrote:
 squall018 wrote:
Sneak peak of the rules.

Spoiler:


yes. This is perfectly lining up for bringing a slightly updated Necromunda ruleset back as the skirmish template for GW games. I woukd not be surprised if the Shadowspire release is Mordheim for AOS. While there are already great fan options, making it official will bring in new players. I'm as big of a Necromunda fan as you will find, but this is an exciting release on its own. A year or so back when GW announced Specialist Games coming back, JB had mentioned to the Inq28 community he had been working on new concept sketches for Necromunda. But knowing games take a few years to develop the miniatures, we likely have a little bit before a boxed set would be ready.

I'm happy to have this in the mean time from what that rules pic seems to indicate. For anyone unfamiliar with the Inq28/Blanchitsu/Inquisimunda community, go do some googling and check out how cool gaming at a skirmish level and getting creative with the 40k can be. IMO it is infinitely more appealing than the large scale battles are. Looking forward to getting my Genestealer Cult and Inquisitorial Rentinue into action.


I have not been describing this as a new necromunda personally. I keep thinking of this as a officle Inquisimunda. So even thow I realy want to still see necromunda come back, I keep thinking that a official Inquisimunda coming out is exciting.
   
Made in us
Ruthless Interrogator







 ZombieDK wrote:
I am really not a fan of this so called Necromunda revamp.. Its a cop out to sell more of their existing miniatures.

For me Necromunda or what ever they want to call it now, is human gangs running in the underhives.. Not Orcs, space marines, Genestealer cult and what ever they are gonna put into the game. Knowing GW you can make deamon, ad mech and tau teams as well. They have no place in a Necromunda setting. This is nothing more than kill team disguesed as a necromunda revamp.. They even call it a kill team in the spoiler.



Was hoping for more than just a kill team reskin.


Necromunda Outlanders literally had Ork, CSMs, and Genestealer Cults.

I get wanting to play with the Necromunda House gangs. But there's been literally dozens of posts explaining how this isn't a replacement for Necromunda. And even if it was, the rules sneak peek shows its clearly close enough to the Necromunda rules is they are, that you could just go play it now like you​ could have at any point over the last 20 years. Sure, new minis would be great, but it's easy enough to convert gangs with the current range and there is more than enough options for terrain, especially with the new​ stuff in this set.

 Lockark wrote:
 Starfarer wrote:
 squall018 wrote:
Sneak peak of the rules.

Spoiler:


yes. This is perfectly lining up for bringing a slightly updated Necromunda ruleset back as the skirmish template for GW games. I woukd not be surprised if the Shadowspire release is Mordheim for AOS. While there are already great fan options, making it official will bring in new players. I'm as big of a Necromunda fan as you will find, but this is an exciting release on its own. A year or so back when GW announced Specialist Games coming back, JB had mentioned to the Inq28 community he had been working on new concept sketches for Necromunda. But knowing games take a few years to develop the miniatures, we likely have a little bit before a boxed set would be ready.

I'm happy to have this in the mean time from what that rules pic seems to indicate. For anyone unfamiliar with the Inq28/Blanchitsu/Inquisimunda community, go do some googling and check out how cool gaming at a skirmish level and getting creative with the 40k can be. IMO it is infinitely more appealing than the large scale battles are. Looking forward to getting my Genestealer Cult and Inquisitorial Rentinue into action.


I have not been describing this as a new necromunda personally. I keep thinking of this as a officle Inquisimunda. So even thow I realy want to still see necromunda come back, I keep thinking that a official Inquisimunda coming out is exciting.


Yeah, pretty much! Its super cool!

This message was edited 1 time. Last update was at 2017/03/16 01:41:44


You can never beat your first time. The second generation is shinier, stronger, faster and superior in every regard save one, and it's an unfair criticism to level, but it simply can't be as original. - Andy Chambers, on the evolution of Games Workshop games
 
   
Made in au
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 Starfarer wrote:

Necromunda Outlanders literally had Ork, CSMs, and Genestealer Cults.


it actually had none of them.....

it had Scavvy, Redemptioners, Spyer, Arbrites and Ratskins

This message was edited 2 times. Last update was at 2017/03/16 01:41:10


 
   
Made in au
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nou wrote:
"Humble" Genestealer was 280pts...


The 'humble' Genestealer was also the 2nd Ed Genestealer, who could readily fight Marine Captains 1 on 1 and have a decent chance of winning. WS7 w/4 attacks was brutal in the days of 2nd Ed, and a single Genestealer was nearly unstoppable in HTH.

Worse, through advances they could get to WS10. Only time I saw someone win against Genestealer Cults was when two gangs (Orlock and Escher) joined forces to take on the big Genestealer Cult we had in the campaign. One of the Eschers, a girl with 2 swords and the parry skill managed to stay alive long enough to win, but the Orlock and Ratskin helper both went down (and the Ratskin got converted to the Cult after the game!!!).

GodDamUser wrote:
it had Scavvy, Redemptioners, Spyer, Arbrites and Ratskins


Didn't have all of those either.

Arbites came in Battles of the Underhive (or whatever that expansion was called). We got the Enforcers even later than that in Necromunda magazine.

This message was edited 2 times. Last update was at 2017/03/16 01:43:42


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GodDamUser wrote:
 Starfarer wrote:

Necromunda Outlanders literally had Ork, CSMs, and Genestealer Cults.


it actually had none of them.....

it had Scavvy, Redemptioners, Spyer, Arbrites and Ratskins


It also had various 40k units I mentioned in the campaign section of the book, also Eldar Rangers, Beastmen and some other stuff. I could provide pictures from my copy of the book, but you can take my word for it, they are in there.

You can never beat your first time. The second generation is shinier, stronger, faster and superior in every regard save one, and it's an unfair criticism to level, but it simply can't be as original. - Andy Chambers, on the evolution of Games Workshop games
 
   
Made in ca
Longtime Dakkanaut






yep, Orks, eldar rangers, beastmen and genestalers were included. I have the rules for them (orks were immune to pinning). But It didn't come in all version. Me I had the big book containing both Outalders adn the normal rulebook. I don't thnk these rules were included in the regular boxed game.

This message was edited 3 times. Last update was at 2017/03/16 01:51:37


lost and damned log
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GodDamUser wrote:
 Starfarer wrote:

Necromunda Outlanders literally had Ork, CSMs, and Genestealer Cults.


it actually had none of them.....

it had Scavvy, Redemptioners, Spyer, Arbrites and Ratskins

It had basic rules for xenos in the back of the book.

 
   
Made in pl
Wicked Warp Spider





 Starfarer wrote:
GodDamUser wrote:
 Starfarer wrote:

Necromunda Outlanders literally had Ork, CSMs, and Genestealer Cults.


it actually had none of them.....

it had Scavvy, Redemptioners, Spyer, Arbrites and Ratskins


It also had various 40k units I mentioned in the campaign section of the book, also Eldar Rangers, Beastmen and some other stuff. I could provide pictures from my copy of the book, but you can take my word for it, they are in there.


The section of Underhive Bestiary, together with Arbitrator Campaign was an unnamed additional content section in "big book" compendium edition from 1998, just after Outlanders, but separated by a "bulkhead page". It contained a "Deviant Scum" section which included Genestealer Cult, Eldar Scouts, Chaos Daemons (of each god), Orks&Gretchin, and various lesser creature types.

This message was edited 1 time. Last update was at 2017/03/16 01:53:53


 
   
Made in us
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 H.B.M.C. wrote:

The 'humble' Genestealer was also the 2nd Ed Genestealer, who could readily fight Marine Captains 1 on 1 and have a decent chance of winning. WS7 w/4 attacks was brutal in the days of 2nd Ed, and a single Genestealer was nearly unstoppable in HTH.

Worse, through advances they could get to WS10. Only time I saw someone win against Genestealer Cults was when two gangs (Orlock and Escher) joined forces to take on the big Genestealer Cult we had in the campaign. One of the Eschers, a girl with 2 swords and the parry skill managed to stay alive long enough to win, but the Orlock and Ratskin helper both went down (and the Ratskin got converted to the Cult after the game!!!).



And this kind of stuff is why Necromunda was the best tabletop game ever made.



nou wrote:
 Starfarer wrote:
GodDamUser wrote:
 Starfarer wrote:

Necromunda Outlanders literally had Ork, CSMs, and Genestealer Cults.


it actually had none of them.....

it had Scavvy, Redemptioners, Spyer, Arbrites and Ratskins


It also had various 40k units I mentioned in the campaign section of the book, also Eldar Rangers, Beastmen and some other stuff. I could provide pictures from my copy of the book, but you can take my word for it, they are in there.


The section of Underhive Bestiary, together with Arbitrator Campaign was an unnamed additional content section in "big book" compendium edition from 1998, just after Outlanders, but separated by a "bulkhead page". It contained a "Deviant Scum" section which included Genestealer Cult, Eldar Scouts, Chaos Daemons (of each god), Orks&Gretchin, and various lesser creature types.


It was included in the Outlanders book, at least in the US. Maybe that wasn't the case everywhere. In any event, the point being, Necromunda did have Orks, GSC, and other things running around in the underhive. So complaints that they would be out of place in Necromunda are without warrant. Still, this isn't Necromunda and I'm happy with it being different. I'm still confident we will see a Necromunda release at some point, maybe even within the year.

This message was edited 1 time. Last update was at 2017/03/16 02:04:59


You can never beat your first time. The second generation is shinier, stronger, faster and superior in every regard save one, and it's an unfair criticism to level, but it simply can't be as original. - Andy Chambers, on the evolution of Games Workshop games
 
   
Made in au
Regular Dakkanaut




 ZombieDK wrote:
I am really not a fan of this so called Necromunda revamp.. Its a cop out to sell more of their existing miniatures.

For me Necromunda or what ever they want to call it now, is human gangs running in the underhives.. Not Orcs, space marines, Genestealer cult and what ever they are gonna put into the game. Knowing GW you can make deamon, ad mech and tau teams as well. They have no place in a Necromunda setting. This is nothing more than kill team disguesed as a necromunda revamp.. They even call it a kill team in the spoiler.



Was hoping for more than just a kill team reskin.


I get you, but this might be them testing the waters, or just getting something to market as soon as possible. It could be that this is a kind of precursor to a properly redone Necro a bit further down the line. Everyone knows they didn't expect BB to be a hit, and there's no way Necromunda could be shoehorned into the production schedule at short notice. I'm sure we'll see Necromunda back- just as an expansion/alternate setting to this.

Hopefully.
   
Made in jp
Fixture of Dakka





Japan

 Latro_ wrote:
 Roknar wrote:
Never played necromunda. Seems to rely on armouries for gear, which I like. But how would they handle the same items being more or less useful on different units? To avoid the BS 15 point plasma type of issues we currently have.
Do different roles pay different prices?


basically in necro you had credits you used to by dudes and weapons as i remember you could only put certain weapons on certain types of dude like juves were pistols and ccws only pretty sure your 'heavy' was the only one who could ever have heavy weapons.
different types of dude could roll on different skill trees as they exp'd up too as i remember. so heavies and leaders could roll on the mucle tree which for most gangs normal dudes could not etc etc. There was often a lot of juggling of gear like if your ganger went up a point of WS and you had a chainsword on another one then you could swap em... ugh all this talk is making me wanna play necro now it really was one of the most engaging games i ever did play


And don't forget there was an ammo roll, in 40k you don't have to worry about ammunition but in necromunda there was a chance that you would run out of ammo.

This message was edited 1 time. Last update was at 2017/03/16 02:47:56


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 TheDraconicLord wrote:
GW; please, STAHP. From stopping buying your miniatures because I hated how bloated 40k was and only playing Malifaux, I have been insta-buying all the Gathering Storm books, started Ironjawz, and pray for a revolution with the 8th edition rules. My wallet can't take much more of a beating


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GodDamUser wrote:
Yeah the people complaining about the setting have to realize that this isn't Hive Necromunda, this is based on the Hives of Armageddon which is an active warzone (while primarily between Orks and IOM, Other factions were making an appearance here and there See. 3rd War of Armageddon)

So there is nothing stopping people from playing with their human gangs on the world of Necromunda in the Hive Necromunda Primus. You also have multiple rulesets to choose from as well (3) and if these rules are as close as they are claiming then you could have a 4th option of rules for that place setting


My complaint is that the neither the hive gangs of Armageddon or the Steel Legion are represented. Instead, they are completely ignored and IG players have the option of using a "CADIAN infantry squad". Its a complete slap in the face to Steel Legion players.

1. 90%+ of the fighting done in the undercities was done by hive gangs/Steel Legion. Not space marines/cadians.
2. Cadia's presence on Armageddon is minimal. Why are they being featured where the ARMAGEDDON STEEL LEGION are stationed?

Seriously. Its like featuring a release on Titan & not talking about the Grey Knights. Its like having a battle on Fenris and pretending the Space Wolves don't exist. What the hell is this garbage?
   
 
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