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![[Post New]](/s/i/i.gif) 2017/11/26 04:46:59
Subject: Re:Necromunda Underhive - release November 24th
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Shas'o Commanding the Hunter Kadre
Missouri
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Actually, has it been confirmed anywhere that each expansion will only have rules for one gang in them? All we really have to go on is that Battlebunnies rumor a couple pages ago claiming that there will be one gang per quarter, which could end up being complete bullgak for all we know.
Two gangs per book makes more sense to me...at least if you're going to release them this way instead of just putting them all in one book, anyway. GW only mentioned Orlocks and hive scum in the description on the website, but that could just be because that's all they've shown off so far. Just saying, it's possible there might be another gang finished and they just haven't chosen to show it off yet.
Anyway, I wish they'd put the fething cards in the boxes with the gangs. Or if they do insist on selling them separately then charge a reasonable price for them. $15 for some stupid cards that you need to have is just stupid when you're already spending $40 for the gang, $30 for your gang's rules, and $125 for the main box.
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Desubot wrote:Why isnt Slut Wars: The Sexpocalypse a real game dammit.
"It's easier to change the rules than to get good at the game." |
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![[Post New]](/s/i/i.gif) 2017/11/26 04:49:38
Subject: Re:Necromunda Underhive - release November 24th
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Sidstyler wrote:Actually, has it been confirmed anywhere that each expansion will only have rules for one gang in them? All we really have to go on is that Battlebunnies rumor a couple pages ago claiming that there will be one gang per quarter, which could end up being complete bullgak for all we know.
Given that the next book contains rules for Orlocks, will come out with the Orlocks, and won't have rules for things they don't have models for (because it's GW and no model = no rule, etc.), it's not a big leap to say that it'll be 1 Book = 1 Gang (+ other sutff). That's 4 Gang War books over the next year, which is too many (6 books to play just the basic six gangs), top expensive (the tiny page count on Gang War is a big deterrent to buying four more of them), and too slow (Happy Thanksgiving 2018 Delaque players!). Sidstyler wrote:Two gangs per book makes more sense to me...at least if you're going to release them this way instead of just putting them all in one book, anyway. GW only mentioned Orlocks and hive scum in the description on the website, but that could just be because that's all they've shown off so far. Just saying, it's possible there might be another gang finished and they just haven't chosen to show it off yet.
Two gangs would be fine, but again, the actual miniature release schedule dictates the rules, so I don't expect it. I will endeavour to find out more if I can.
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This message was edited 5 times. Last update was at 2017/11/26 04:52:12
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![[Post New]](/s/i/i.gif) 2017/11/26 05:02:19
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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Yodhrin wrote:
Your scenario relies on there only being two possible options at either extreme, but the problem is there are far more than that. They could roll the cards into the gang boxes ala Shadespire.
You might want multiple gang boxes, but wouldn't want multiple tactics decks, so adding to the cost of gang boxes isn't a great idea. Shadespire expansions are quite expensive ($30 for 4 easy to build figures).
They could drop the gangs one week and the book & accessories & terrain the next.
There's only 5 more weeks in 2017. If GW wanted to spread the Necromunda releases over a larger time, they would've had to release earlier (and miss releasing on the biggest shopping day of the year). GW doesn't tend to release new products in December. I assume because Christmas shopping is decided before then and new stuff would get ignored because everybody already spent their money on gifts for other people.
They could have included the Gang War book itself in the core box at negligible actual cost to them,
The core box is intended to be a beginner's introduction to the game. Having rules for material not included in the box tends to lead to confusion (Heroes of Normandie had that problem). A better approach would be to include the Underhive rulebook in Gang War, so that players could skip the core set. But then, they'd probably make it hardback with stitched binding and it'd be $70 instead of $30.
stick with the two starter factions for the initial release, then drop the remaining four gangs with the second(and final, as far as the "core" experience is concerned) Gang War book in February.
They are sticking with two starter factions and releasing a third in February. You just want them to release three more so that you can save a few bucks on Gang War supplements, I guess. I'm just not sure it is possible. Necromunda's support likely comes after 40k and AoS, so it's possible that the final three gangs simply aren't going to be ready in three months. Three months per gang box could actually be GW working as fast as possible.
Even stretching things out to two more releases of a Gang War book and a pair of gangs at say the end of January and the end of April would have been tolerable. Four gangs spread over a whole year each one requiring its own additional supplement? That's taking the piss IMO.
We don't yet know that each one will require a supplement, nor do we know what the release schedule is for the Gang War books. All of that is just an assumption right now. It's okay to be wary, but let's remember not to treat conjecture as fact.
And for the record, I think launching a new miniatures game and having six factions (each with dozens of weapon options) available within a single year is a pretty impressive feat (especially after having just launched a new version of 40k and codices at a stupidly quick pace). We also don't know what other things GW has planned. Just today, we learned that they are releasing more zone tiles and learned of three more hired gun models. Heck, we didn't even know about the existence of Gang War 2 until today. So the Orlocks launching with new tiles and a new Gang War book is a surprise, but we're now treating it as a pattern. We don't even know everything in Gang War 2 yet (or how much it costs), much less know that Gang War 3 is an absolute certain soon after. If they do release supplements quarterly, this means that we'll be getting more weapons, rules, models, terrain, and scenarios in addition to gang rules, so the books may end up proving worth the cost. We won't know until we can actually see what is in Gang War 2.
There were any number of ways to handle this release that balanced the needs of old players, new-old players, and new-new players and they're all pretty self-evident, so the fact they settled on the release model that extracts the maximum possible revenue regardless of how it might affect the long-term viability of the game is no accident, and it's certainly not about prioritizing the needs of new players.
For the old players, they released the legacy gang rules. For the new players, they released Underhive as an introduction to the game. For the new-old players, they released Gang War with the customization rules. As far as I can tell, you are simply complaining that you want what is in Gang Wars but don't feel like you should have to pay for it and that they aren't releasing the gangs as fast as you'd like - which is fine, but don't make it out to be some sort of objective standard or that GW chose such a schedule only to fleece you of a few extra coppers.
There were probably a lot of reasons GW is scheduling the gang releases quarterly that probably prioritize production capability and financials more than making entitled grognards feel appreciated - and while I think the Gang War book is too expensive (I haven't bought it yet), I certainly don't object to the idea of new rules and content being released for a game frequently (especially when I don't have to keep a dozen old White Dwarfs with a cross index to find the rules).
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![[Post New]](/s/i/i.gif) 2017/11/26 05:03:34
Subject: Necromunda Underhive - release November 24th
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Stone Bonkers Fabricator General
We'll find out soon enough eh.
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Also didn't the battlebunnies "rumour" come straight from the horse's mouth at the open day? I'd say that's about as confirmed as it gets until the previews show up on Community.
EDIT: Aha, and now we're at the namecalling stage, so it's off to ignore you go. Enjoy being ripped off while you feel smug about not being "entitled"
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This message was edited 1 time. Last update was at 2017/11/26 05:05:34
I need to acquire plastic Skavenslaves, can you help?
I have a blog now, evidently. Featuring the Alternative Mordheim Model Megalist.
"Your society's broken, so who should we blame? Should we blame the rich, powerful people who caused it? No, lets blame the people with no power and no money and those immigrants who don't even have the vote. Yea, it must be their fething fault." - Iain M Banks
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"The language of modern British politics is meant to sound benign. But words do not mean what they seem to mean. 'Reform' actually means 'cut' or 'end'. 'Flexibility' really means 'exploit'. 'Prudence' really means 'don't invest'. And 'efficient'? That means whatever you want it to mean, usually 'cut'. All really mean 'keep wages low for the masses, taxes low for the rich, profits high for the corporations, and accept the decline in public services and amenities this will cause'." - Robin McAlpine from Common Weal |
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![[Post New]](/s/i/i.gif) 2017/11/26 05:12:14
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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Sqorgar wrote: Yodhrin wrote: Your scenario relies on there only being two possible options at either extreme, but the problem is there are far more than that. They could roll the cards into the gang boxes ala Shadespire.
You might want multiple gang boxes, but wouldn't want multiple tactics decks, so adding to the cost of gang boxes isn't a great idea. Shadespire expansions are quite expensive ($30 for 4 easy to build figures). They could drop the gangs one week and the book & accessories & terrain the next.
There's only 5 more weeks in 2017. If GW wanted to spread the Necromunda releases over a larger time, they would've had to release earlier (and miss releasing on the biggest shopping day of the year). GW doesn't tend to release new products in December. I assume because Christmas shopping is decided before then and new stuff would get ignored because everybody already spent their money on gifts for other people. They could have included the Gang War book itself in the core box at negligible actual cost to them,
The core box is intended to be a beginner's introduction to the game. Having rules for material not included in the box tends to lead to confusion (Heroes of Normandie had that problem). A better approach would be to include the Underhive rulebook in Gang War, so that players could skip the core set. But then, they'd probably make it hardback with stitched binding and it'd be $70 instead of $30. stick with the two starter factions for the initial release, then drop the remaining four gangs with the second(and final, as far as the "core" experience is concerned) Gang War book in February.
They are sticking with two starter factions and releasing a third in February. You just want them to release three more so that you can save a few bucks on Gang War supplements, I guess. I'm just not sure it is possible. Necromunda's support likely comes after 40k and AoS, so it's possible that the final three gangs simply aren't going to be ready in three months. Three months per gang box could actually be GW working as fast as possible. Even stretching things out to two more releases of a Gang War book and a pair of gangs at say the end of January and the end of April would have been tolerable. Four gangs spread over a whole year each one requiring its own additional supplement? That's taking the piss IMO.
We don't yet know that each one will require a supplement, nor do we know what the release schedule is for the Gang War books. All of that is just an assumption right now. It's okay to be wary, but let's remember not to treat conjecture as fact. And for the record, I think launching a new miniatures game and having six factions (each with dozens of weapon options) available within a single year is a pretty impressive feat (especially after having just launched a new version of 40k and codices at a stupidly quick pace). We also don't know what other things GW has planned. Just today, we learned that they are releasing more zone tiles and learned of three more hired gun models. Heck, we didn't even know about the existence of Gang War 2 until today. So the Orlocks launching with new tiles and a new Gang War book is a surprise, but we're now treating it as a pattern. We don't even know everything in Gang War 2 yet (or how much it costs), much less know that Gang War 3 is an absolute certain soon after. If they do release supplements quarterly, this means that we'll be getting more weapons, rules, models, terrain, and scenarios in addition to gang rules, so the books may end up proving worth the cost. We won't know until we can actually see what is in Gang War 2. There were any number of ways to handle this release that balanced the needs of old players, new-old players, and new-new players and they're all pretty self-evident, so the fact they settled on the release model that extracts the maximum possible revenue regardless of how it might affect the long-term viability of the game is no accident, and it's certainly not about prioritizing the needs of new players.
For the old players, they released the legacy gang rules. For the new players, they released Underhive as an introduction to the game. For the new-old players, they released Gang War with the customization rules. As far as I can tell, you are simply complaining that you want what is in Gang Wars but don't feel like you should have to pay for it and that they aren't releasing the gangs as fast as you'd like - which is fine, but don't make it out to be some sort of objective standard or that GW chose such a schedule only to fleece you of a few extra coppers. There were probably a lot of reasons GW is scheduling the gang releases quarterly that probably prioritize production capability and financials more than making entitled grognards feel appreciated - and while I think the Gang War book is too expensive (I haven't bought it yet), I certainly don't object to the idea of new rules and content being released for a game frequently (especially when I don't have to keep a dozen old White Dwarfs with a cross index to find the rules). Stop comparing apple with orange. Necro is not a board game. you sound like the guys who are constantly comparing GW minis to Bandai action figures Having rules for things not available in the main box of a miniature game never led to confusion in the old days of Specialist games, and I see no reason to assume that current gamers are more stupid now. Hell, I was 12 years old when Necro 1st ed came around, and seeing rules for wargears for which no mini existed didn't confused me (though I have to admit that I'm much more intelligent than than the average men
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This message was edited 6 times. Last update was at 2017/11/26 05:23:30
lost and damned log
http://www.dakkadakka.com/dakkaforum/posts/list/0/519978.page#6525039 |
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![[Post New]](/s/i/i.gif) 0018/11/26 06:08:15
Subject: Re:Necromunda Underhive - release November 24th
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Hooded Inquisitorial Interrogator
New York, USA
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Loving these guys.
I was not planning to get into Necromunda at all, being buried in half painted Death Guard army and all, but WOW! If these guys are an indication for the future releases, consider me hooked.
Question:
I know rules are different, but how did mercs like the "street scum" characters play in the previous version of Necromunda? What is the rationale for bringing them? Do they fit a role/niche your specific gang is particularly weak at? (I have no idea how the old game set worked)
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![[Post New]](/s/i/i.gif) 2017/11/26 06:40:49
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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Stop comparing apple with orange. Necro is not a board game.
Underhive is, at least as much as Warhammer Quest and Deathwatch Overkill are. At the very least, it is friends with benefits with board games.
In physical gaming, I think there are gamers who read the instructions and gamers who have the instructions explained to them. I am the former, and my friends all belong to the latter. I can not expect my friends to know how to play when they show up. They leave the responsibility of learning the game to me, and I have to introduce them to it. When they see that their Escher models can be built 187 different ways, the first thing they’ll say is is, “you do it”. Underhive is designed for these gamers. They can enjoy the game, but they don’t go into games looking to customize the experience. Underhive is a very controlled first impression, designed to explain the rules to people with a minimum amount of confusion or extraneous complexity.
Gang War is what takes the game into more hazy, do it yourself territory. Even then, with the announcement of the new zone tiles, it is obvious GW intends to keep the board game approach viable for Necromunda going forward. It won’t be the preferred way to play, but they’ll continue to support it. I suspect they’ll continue to release pre-made gangs with the new releases as well. And there is absolutely nothing wrong with that.
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![[Post New]](/s/i/i.gif) 2017/11/26 06:41:32
Subject: Re:Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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Hive City Dweller wrote: Question: I know rules are different, but how did mercs like the "street scum" characters play in the previous version of Necromunda? What is the rationale for bringing them? Do they fit a role/niche your specific gang is particularly weak at? (I have no idea how the old game set worked) You pay credit to hire them and you need to keep paying after each battle if you want to keep them around. You roll a number of "upgrade" for them when you hire them, which mean they're probably better than your ganger at the start. Their value diminished greatly the more you advance your gang. There are some special hire gun like the Bounty Hunter which can capture down fighter and turn them in for money. Which is great because that's straight up ignore multiple roll from the opponent for that down fighter to recover.. There are some funny unofficial rules for the Escher that cause one of your ganger to lure a scummer fool into offer his service for free. But you need to roll the table again for him after each battle. Which could end up with the scum leaving the gang, or the ganger left with the scum. Lulzy rule
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This message was edited 3 times. Last update was at 2017/11/26 06:48:15
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![[Post New]](/s/i/i.gif) 2017/05/26 21:03:05
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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Sqorgar wrote:Stop comparing apple with orange. Necro is not a board game.
Underhive is, at least as much as Warhammer Quest and Deathwatch Overkill are. At the very least, it is friends with benefits with board games.
In physical gaming, I think there are gamers who read the instructions and gamers who have the instructions explained to them. I am the former, and my friends all belong to the latter. I can not expect my friends to know how to play when they show up. They leave the responsibility of learning the game to me, and I have to introduce them to it. When they see that their Escher models can be built 187 different ways, the first thing they’ll say is is, “you do it”. Underhive is designed for these gamers. They can enjoy the game, but they don’t go into games looking to customize the experience. Underhive is a very controlled first impression, designed to explain the rules to people with a minimum amount of confusion or extraneous complexity.
Gang War is what takes the game into more hazy, do it yourself territory. Even then, with the announcement of the new zone tiles, it is obvious GW intends to keep the board game approach viable for Necromunda going forward. It won’t be the preferred way to play, but they’ll continue to support it. I suspect they’ll continue to release pre-made gangs with the new releases as well. And there is absolutely nothing wrong with that.
If these guys dont read the rules, and you have to build the characters for them, then why the hell would having rules for weapons that are not included on the sprues confuse them???
And lets.be honest, nobody will play necro without gang wars in a month, like nobody played overkill after the first few weeks.
It is not a board game, its not aimed toward board gamers, and it will not appeal to boardgamers. Everybody that is interested in necro want more options and customisations, not less. And the artificial splitting of the rules benefit no one.
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This message was edited 1 time. Last update was at 2017/11/26 06:55:51
lost and damned log
http://www.dakkadakka.com/dakkaforum/posts/list/0/519978.page#6525039 |
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![[Post New]](/s/i/i.gif) 2017/11/26 08:27:40
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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My gripes so far:
1. The ridiculous amount of books I would need to play the game, which feels like a cynical attempt to fleece players of their money [same old GW].
2. Poorly written rules, e.g. no rules for Fear or Entanglement, and a rule that encourages you to roll off in rules disputes even if you agree.
They've had years to plan this release but it still shows a surprising level of incompetency and cynical sales strategies.
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![[Post New]](/s/i/i.gif) 2017/11/26 09:23:48
Subject: Necromunda Underhive - release November 24th
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Wrathful Warlord Titan Commander
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Bearing mind this is coming from Forge World rather than GW proper I think both the amount of individual products and the pricing are fine. At least it's not priced and released like Aeronautica Imperialis!
I can't comment on much more than that as I'm annoyingly on holiday an all my stuff is sitting at my mates gaff.
The release programme is not a surprise at all. FW are never going to binge release a whole range in one go. GW don't rock like that so why are people expecting the three bloke in the Specialist Games cupboard to is beyond me.
I can see both side of the mini-codex book release schedule. All the rules in one book great but people gonna moan when they realease a massive book. Does anyone else have the Necro compilation? It makes the HH tomes look like kindling. The cost of these little books is okay and they're optional if a Score is allot to you.
Having been through the original Necro release (that wasn't all at once either) I've no faults on this one yet beyond GW1 should have been in the box.
My final point in this rambling post is that this is a specialist game and it will live or die for you if you can build a coterie of like minded gangers around you. There won't be much GW store play I would imagine as the have 40k/AoS/Space Marines to sell. You had. To work at these games if you want the cool Necro experience than Vets have been talking about all these years. There's no plug and play to be found in the Underhive; you gotta work hard if you want to put Ratburger and Blindsnake on the table.
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This message was edited 3 times. Last update was at 2017/11/26 09:36:10
How do you promote your Hobby? - Legoburner "I run some crappy wargaming website " |
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![[Post New]](/s/i/i.gif) 2017/11/26 09:38:54
Subject: Necromunda Underhive - release November 24th
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Thermo-Optical Hac Tao
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I don’t think anyone was expecting everything at once. One gang a month would probably be fine, but not a whole year to get 4 gangs released.
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![[Post New]](/s/i/i.gif) 2017/11/26 09:40:42
Subject: Necromunda Underhive - release November 24th
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[MOD]
Otiose in a Niche
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Arg those orlocks!
Good stuff overload!
Which only makes me more tempted to wait for Arbites or Redemptionists. Mere awesomeness is not enough, I now demand awesomeness that is perfectly suited to my personal tastes!
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![[Post New]](/s/i/i.gif) 2017/11/26 09:45:15
Subject: Necromunda Underhive - release November 24th
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Most Glorious Grey Seer
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You think this is slow? The Blood Bowl release schedule has effectively shut down. After the initial plastic teams, which were already designed when the game released, the only thing we've seen are goblins and some resin conversion kits. There are a lot of teams that need new sculpts but aren't getting them. At least Necromunda has a release schedule mapped out.
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![[Post New]](/s/i/i.gif) 2017/11/26 10:09:31
Subject: Necromunda Underhive - release November 24th
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Regular Dakkanaut
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Breotan wrote:
You think this is slow? The Blood Bowl release schedule has effectively shut down. After the initial plastic teams, which were already designed when the game released, the only thing we've seen are goblins and some resin conversion kits. There are a lot of teams that need new sculpts but aren't getting them. At least Necromunda has a release schedule mapped out.
Blood Bowl also had the disadvantage (from GW's perspective, at least) of a thriving 3rd party market for minis. Still, we saw Elven Union sculpts ages ago - feels like it must be almost 12 months - with nothing released.
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![[Post New]](/s/i/i.gif) 2017/11/26 10:24:43
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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It is a very small group who designs this. Blood Bowl gets a team every three months (Dwarfs, Skaven, Goblins and now Elves in December).
While I had hoped for a faster release schedule, there are hundreds of other suitable miniatures by other manufacturers and I have everything already to support a local group of players for now. The interest here (small student city) is very high, especially with folks who are more into RPG and story-based games.
We are already discussing new rules written by ourselves. One player would love to start an Inquisitorial warband and will use gang rules for a start but we are tinkering with new rules.
We haven't seen anything yet that's actually keeping us from playing Necromunda. We love the integration of Confrontation material. For our group this game is about life in the Imperium, focussing on gangs for now but we will expand it into Inq24-like games and other directions.
For me Necromunda has never been a plug-and-play, pick-up gaming experience. That's what Shadespire is for. Which is also a GW product and therefore prominently available in GW stores.
After unboxing my set I still think the Underhive box is a nice product. Very happy with the content.
We can bear buying a copy of Gang War each three months. Like with Chapter Approved this is not about the gang rules only. I appreciate all the content in these books.
Also can't wait for the new board tiles.
After reading the designer's notes I can understand and respect the initial limited availability of heavy weapons.
Looking forward to more resin models from FW so we can order a larger batch around new year.
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This message was edited 2 times. Last update was at 2017/11/26 10:27:51
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![[Post New]](/s/i/i.gif) 2017/11/26 10:29:11
Subject: Necromunda Underhive - release November 24th
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Regular Dakkanaut
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Okay... my set should be arriving this week. Should I build the two gangs as GW suggests and play through the scenarios to learn the rules, or should I (and can I and still play the scenarios) equip them as I see fit? And if people suggest the latter, has anyone got some good starting load outs for either gang? (I am a Munda newb).
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![[Post New]](/s/i/i.gif) 2017/11/26 10:36:43
Subject: Necromunda Underhive - release November 24th
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Grim Dark Angels Interrogator-Chaplain
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Maybe SG should have focussed resources on one game not three? A small team with a tiny share of production capability working on Blood Bowl (releasing at a crawl), Necromunda (releasing at a crawl with a cut-down boardgame initial release) and Titanicus (forever delayed, nothing in sight yet)... methinks they're trying too much with not enough resource.
To everyone defending the choice of a boxed board game starter: even Andy Hoare has admitted it was a rough compromise and not what they set out to do. They couldn't release enough terrain in the box at any kind of reasonable cost so did this version, and they wrote up 3D rules to let GW sell more of the SWA/Sector Mechanicus terrain once they'd heard of that. To split the 3D rules out of the box and gouge for them is pretty lame. Day One DLC indeed.
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Stormonu wrote:For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules" |
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![[Post New]](/s/i/i.gif) 2017/11/26 10:56:14
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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JohnnyHell wrote:Maybe SG should have focussed resources on one game not three? A small team with a tiny share of production capability working on Blood Bowl (releasing at a crawl), Necromunda (releasing at a crawl with a cut-down boardgame initial release) and Titanicus (forever delayed, nothing in sight yet)... methinks they're trying too much with not enough resource.
To everyone defending the choice of a boxed board game starter: even Andy Hoare has admitted it was a rough compromise and not what they set out to do. They couldn't release enough terrain in the box at any kind of reasonable cost so did this version, and they wrote up 3D rules to let GW sell more of the SWA/Sector Mechanicus terrain once they'd heard of that. To split the 3D rules out of the box and gouge for them is pretty lame. Day One DLC indeed.
This guy gets it. It was never intended to be 2D, which was purely a financial decision made towards the end of the design process. If I was being cynical I would say it was because they didn't want to undercut their very expensive terrain kits. There's enough card in the box to have made 3D terrain. I mean, if Necromunda works so well as a 2D game, why weren't more people playing it as such in the years since the original release? That's what put me off - nothing useful to me in the box other than the core rules, which weren't even the full rules, and some new minis which aren't so improved from the originals I would want to replace my existing gangs with them. Pass.
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This message was edited 1 time. Last update was at 2017/11/26 10:57:00
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![[Post New]](/s/i/i.gif) 2017/11/26 11:07:23
Subject: Necromunda Underhive - release November 24th
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Regular Dakkanaut
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The Orlock are nice but nothing exceptional to me. The hired guns looks spectacular.
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Coenus Scaldingus wrote:In my day, you didn't recognize the greatest heroes of humanity because they had to ride the biggest creatures or be massive in size themselves. No, they had the most magnificent facial hair! If it was good enough for Kurt Helborg and Ludwig Schwarzhelm, it should be good enough for anyone! |
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![[Post New]](/s/i/i.gif) 2017/11/26 11:10:06
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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This is not true. And not at all what Andy Hoare and James Hewitt said. Andy mentioned early playtesters were very happy with the Zone Mortalis version. On oldhammer-forum.co.uk he posted that a bunch of the playtesters were veteran players. Stop making this up
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![[Post New]](/s/i/i.gif) 2017/11/26 11:35:13
Subject: Necromunda Underhive - release November 24th
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Grim Dark Angels Interrogator-Chaplain
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Warhams-77 wrote:This is not true. And not at all what Andy Hoare and James Hewitt said. Andy mentioned early playtesters were very happy with the Zone Mortalis version. On oldhammer-forum.co. uk he posted that a bunch of the playtesters were veteran players. Stop making this up
I'm not. A friend spoke to him directly in Peterborough and the initial impetus for the board version was the prohibitive cost of scenery. They might be happy with it but it was a compromise, demonstrably. My post is in the old thread locked due to the stupid sexist posts, go search it out if you need to. Automatically Appended Next Post: tyrannosaurus wrote: JohnnyHell wrote:Maybe SG should have focussed resources on one game not three? A small team with a tiny share of production capability working on Blood Bowl (releasing at a crawl), Necromunda (releasing at a crawl with a cut-down boardgame initial release) and Titanicus (forever delayed, nothing in sight yet)... methinks they're trying too much with not enough resource.
To everyone defending the choice of a boxed board game starter: even Andy Hoare has admitted it was a rough compromise and not what they set out to do. They couldn't release enough terrain in the box at any kind of reasonable cost so did this version, and they wrote up 3D rules to let GW sell more of the SWA/Sector Mechanicus terrain once they'd heard of that. To split the 3D rules out of the box and gouge for them is pretty lame. Day One DLC indeed.
This guy gets it. It was never intended to be 2D, which was purely a financial decision made towards the end of the design process. If I was being cynical I would say it was because they didn't want to undercut their very expensive terrain kits. There's enough card in the box to have made 3D terrain. I mean, if Necromunda works so well as a 2D game, why weren't more people playing it as such in the years since the original release? That's what put me off - nothing useful to me in the box other than the core rules, which weren't even the full rules, and some new minis which aren't so improved from the originals I would want to replace my existing gangs with them. Pass.
It's likely exactly because GW didn't want card scenery undercutting their spendy plastic Sector Mechanicus stuff. As I understand it SG didn't know about SWA and associated scenery initially but realised they could use this as a back door to 3D gaming again.
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This message was edited 2 times. Last update was at 2017/11/26 11:39:43
Stormonu wrote:For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules" |
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![[Post New]](/s/i/i.gif) 2017/11/26 11:42:34
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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Shadespire is also a specialist game
Caliginous wrote:Okay... my set should be arriving this week. Should I build the two gangs as GW suggests and play through the scenarios to learn the rules, or should I (and can I and still play the scenarios) equip them as I see fit? And if people suggest the latter, has anyone got some good starting load outs for either gang? (I am a Munda newb).
I say blu tac the arm and play a few game to decide which one work best for you.
For me on Escher team I like autopistol over laspistol. I also like the autogun, but for Escher you'll want to take advantage of the cheap 5 credit lasgun and get them for your ganger or juves. Lasgun have a 18" short range that give +1 to hit which is very good. I don't like the Plasma pistol because it's a huge gamble. I like the Shotgun, solid round deal 2 damage, which is useful for taking down Leader and champion, they can also take more ammo type in the game. The combi bolt rifle is great and is much better than the expensive Chem Thrower imo. As an Escher gang I think iyou should go for the maximum amount of body you can get (which is 10).
Goliath is much harder to get 10 man starting gang because of how expensive they are. I'll take the advice from the game designer and try to get frag grenade for everyone on the team (especially the guy with no gun). Your go-to basic weapon will be the Stub cannon and your fairly-priced grenade launcher will the the Escher's absolute nightmare.
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![[Post New]](/s/i/i.gif) 2017/11/26 11:56:19
Subject: Necromunda Underhive - release November 24th
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[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
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We've been playing a bit so far, with just a few models per side to get used to the mechanics and the Goliath hit like a freight train that has no brakes.
I mean, they are damned good at taking shrugging off damage and once they get stuck in, it's all over for the ghouls.
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Fatum Iustum Stultorum
Fiat justitia ruat caelum
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![[Post New]](/s/i/i.gif) 2017/11/26 11:58:45
Subject: Necromunda Underhive - release November 24th
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Ancient Space Wolves Venerable Dreadnought
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Caliginous wrote:Okay... my set should be arriving this week. Should I build the two gangs as GW suggests and play through the scenarios to learn the rules, or should I (and can I and still play the scenarios) equip them as I see fit? And if people suggest the latter, has anyone got some good starting load outs for either gang? (I am a Munda newb).
The “scenarios”in the box aren’t specific to the listed gangs in any way - you can play through them with any gangs and any equipment in the book and they are also part of the campaign scenario list for when you’re playing starting gangs and building them up through a Gang War.
Just bear in mind that the suggested gangs in the box are built using the stand-alone rules and so are worth 1500 credits while starting gangs in a Gang War still use the traditional 1000 credits.
As for load-outs; the suggested gangs are OK, even if they have too much in the way of toys (chem-synths for everyone? Really?) in terms of weapons but I would recommend using blu- tac or similar poster putty to attach arms to torsos for the first few games and see how you like them.
The only real potential misstep, that others have noted, is giving the chem-thrower to a Champion; it doesn’t roll to hit so her better BS is wasted, though with the right skill (not available to a ganger) support it could be worthwhile.
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"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran |
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![[Post New]](/s/i/i.gif) 2017/11/26 11:59:21
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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Warhams-77 wrote:This is not true. And not at all what Andy Hoare and James Hewitt said. Andy mentioned early playtesters were very happy with the Zone Mortalis version. On oldhammer-forum.co. uk he posted that a bunch of the playtesters were veteran players. Stop making this up
Andy Hoare also said exactly what you're saying he didn't say on the Necromunda Worldwide FB group. Only one making stuff up is you.
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![[Post New]](/s/i/i.gif) 2017/11/26 12:31:33
Subject: Necromunda Underhive - release November 24th
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Grim Dark Angels Interrogator-Chaplain
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tyrannosaurus wrote:Warhams-77 wrote:This is not true. And not at all what Andy Hoare and James Hewitt said. Andy mentioned early playtesters were very happy with the Zone Mortalis version. On oldhammer-forum.co. uk he posted that a bunch of the playtesters were veteran players. Stop making this up
Andy Hoare also said exactly what you're saying he didn't say on the Necromunda Worldwide FB group. Only one making stuff up is you.
Thanks. I did figure it wouldn't be the only time Andy had recanted the board format's origins.
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Stormonu wrote:For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules" |
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![[Post New]](/s/i/i.gif) 2017/11/26 12:54:57
Subject: Necromunda Underhive - release November 24th
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Impassive Inquisitorial Interrogator
U.K.
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Caliginous wrote:
As for load-outs; the suggested gangs are OK, even if they have too much in the way of toys (chem-synths for everyone? Really?) in terms of weapons but I would recommend using blu- tac or similar poster putty to attach arms to torsos for the first few games and see how you like them.
The only real potential misstep, that others have noted, is giving the chem-thrower to a Champion; it doesn’t roll to hit so her better BS is wasted, though with the right skill (not available to a ganger) support it could be worthwhile.
Doesn't mean she can't carry a sidearm, though you wouldn't then be able to take a CC weapon as it takes up 2 weapon spaces. The nightshade chem thrower can be 'che-synthed' meaning you're generally able to take Goliath Gangers down on a 3+ (normally 4+), hitting automatically, with no saves. I dont really worry about that 'loss of BS' when I have a weapon that hits automatically and is only available to champions and leaders
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This message was edited 1 time. Last update was at 2017/11/26 13:14:04
3 SPRUUUUUEESSSS!!!!
JWBS wrote:
I'm not going to re-read the lunacy that is the last few pages of this thread, but I'd be very surprised if anyone actually said that. Even that one guy banging on about how relatively difficult it might be for an Inquisitor to acquire power armour, I don't think even that guy said that. |
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![[Post New]](/s/i/i.gif) 2017/11/26 13:07:54
Subject: Necromunda Underhive - release November 24th
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Wicked Warp Spider
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One other thing resulting from "gang specific weapons" - I assume that looting wargear from captured enemies is no longer a thing, right? As "no model=no rules" means there will never be official support for cross-gang options? No Delaques with Rivet gun or Cawdor with Chem Throwers (or how do those fancy Esher thingies are called)?
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![[Post New]](/s/i/i.gif) 2017/11/26 13:09:12
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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So Andy said they have added 2D terrain late in development? This is what I was responding, too. I did not get the impression from what was communicated.
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