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![[Post New]](/s/i/i.gif) 2017/12/05 23:30:46
Subject: Necromunda Underhive - release November 24th
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Hooded Inquisitorial Interrogator
New York, USA
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Barrel is from chaos cultist leader from dark vengence. Stock is an Ad Mech Radium Rifle.
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![[Post New]](/s/i/i.gif) 2017/12/05 23:35:49
Subject: Necromunda Underhive - release November 24th
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Calculating Commissar
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Thanks. That explains why I couldn't place the weapon  I was thinking there wasn't an Ad Mech shotgun...
This kind of freer rein for modelling characters is a big part of what excites me most about Necromunda being re-released.
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ChargerIIC wrote:If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is. |
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![[Post New]](/s/i/i.gif) 2017/12/06 03:28:30
Subject: Re:Necromunda Underhive - release November 24th
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Expendable Defender Destroid Rookie
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Dr Mathias wrote: Mymearan wrote:
Hm, what’s the problem with it? I don’t have any problems reading it, the background is light enough that it doesn’t impact readability.
A common rule in typography is that you don't use 'body' text over a 30% or more gray tonality, or a textured background- Necromunda does both. Poor contrast does affect the general population's readability, and there are numerous guidelines in various institutions (FDA and Post Office for example) to address this. I believe the US Dept. of Education recently laid out new ADA accommodations regarding visual layout as well (or they're preparing to).
Games Workshop even recognized it- look at the small text on the bottom of the page- the designer had to add a soft stroke or outer glow to make it more visible, and even then it's a poor job.
It's good that you don't have any perception issues- I find it pretty unpleasant to look at. My criticism is mostly because it was not necessary- it certainly doesn't help legibility.
I can read the Underhive rules, but it's annoying and gives me a headache if I read them for too long.
Suffice it to say, I'm not a fan of their graphic design in this particular case.
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![[Post New]](/s/i/i.gif) 2017/12/06 03:54:27
Subject: Necromunda Underhive - release November 24th
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Sergeant Major
Fort Worthless, TX
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I've played the new game once when it came out and we used the two default gangs with the default gear. But, can't you make new gangs from the ground up? Like, can't you customize exactly what each person has? I thought that was a possibility.
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GW - If it ain't broke, fix it until it is. |
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![[Post New]](/s/i/i.gif) 2017/12/11 04:11:54
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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Davespil wrote:I've played the new game once when it came out and we used the two default gangs with the default gear. But, can't you make new gangs from the ground up? Like, can't you customize exactly what each person has? I thought that was a possibility.
Sure. You can build the models with whatever is in the kits as long as you observe the constraints (e.g., 3 weapons max/model).
We built ours using the default gangs because, frankly, it made it easier.
Played about 3 demo game turns with 4 models each this Saturday and realized we very much need to read the books including Gang War a lot more.
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![[Post New]](/s/i/i.gif) 2017/12/11 10:20:31
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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On the Twitch channel last Thursday they had pages from gang war 2 - which included a lot of the rules for hired guns, scum and hangers on. I was only watching on my phone, bit I'm sure some enterprising chap could get the screenshots
The hired guns seem to be very flexible - and the sculpts we have already seen will each come with a predefined character you may or may not want to use.
Andy talked through some of the rules for the new tiles, they each have various hazards on them (some are just black because the lighting has failed)
Confirmed again that when the full trading post is implemented everyone will have access to basically every weapon under the sun
Talked about how the legacy weapons were intentionally weaker so they don't dominate - the example used was that when the Orlocks come the stubber will be Rapid 2 (thankfully)
The Orlocks were said to have very reliable guns, so seems likely that will figure in their rules.
They have the same connector to the head as the GS cult conversion set, so it's easy to use them with that. (House Mawlock, top pun)
Specifically mentioned the Brat gangs as something he put in the background because he wants them to get made at some point
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![[Post New]](/s/i/i.gif) 2017/12/11 10:29:57
Subject: Re:Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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![[Post New]](/s/i/i.gif) 2017/12/11 10:51:41
Subject: Necromunda Underhive - release November 24th
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[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
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Thanks for sharing, some good bits of info in there!
I especially like the idea of giving the Beastman all the guns and blades he's carrying, if you can go all the way, you should go all the way and let him carry your gang.
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Fatum Iustum Stultorum
Fiat justitia ruat caelum
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![[Post New]](/s/i/i.gif) 2017/12/11 10:53:12
Subject: Necromunda Underhive - release November 24th
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Fixture of Dakka
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Bear in mind he's 235 credits as it is - add the rest of his gear and he'll be even pricer. It looks like you need to pay that full cost each game (not like the old game where you paid a fifth of a hired gun's rating each game).
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![[Post New]](/s/i/i.gif) 2017/12/11 10:57:37
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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Remember that the economy of the game is totally different now though. You aren't having to put your income through that table anymore.
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This message was edited 1 time. Last update was at 2017/12/11 11:02:13
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![[Post New]](/s/i/i.gif) 2017/12/11 11:41:08
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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Vorian wrote:Remember that the economy of the game is totally different now though. You aren't having to put your income through that table anymore.
You're also not earning nearly as much raw credits though. Andy said people tended to get wealthy quickly during their playtesting, but tbh I'm not sure how given only the Boss and your Champions can work territories, and only if they're not in Recovery. Maybe if you keep all your "heroes" alive every game and roll really well on the dice, but by the time a normal average-luck player has enough in the bank that 200+ credits per-game isn't a big deal to them it'll be the tail end of a campaign and the need to "fill gaps" in your lineup with a tooled-up BH will be much reduced. That's my reading anyway, but hey maybe their playtest version is the "proper" version of the game we won't get access to until the end of next year and things play out differently when you have all the options available.
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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) 2017/12/11 11:52:10
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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I've been too busy getting all my scenery cut up and stuck together to properly commit the campaign rules to memory to be honest, but don't you get turf size x10 credits + special territoriesthat are worked + gangers can carry out an action to get more income?
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![[Post New]](/s/i/i.gif) 2017/12/11 11:55:10
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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Davespil wrote:I've played the new game once when it came out and we used the two default gangs with the default gear. But, can't you make new gangs from the ground up? Like, can't you customize exactly what each person has? I thought that was a possibility.
That is not only a possibility but a requirement for a game called Necromunda. It is the core functionality.
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![[Post New]](/s/i/i.gif) 2017/12/11 12:54:00
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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Vorian wrote:I've been too busy getting all my scenery cut up and stuck together to properly commit the campaign rules to memory to be honest, but don't you get turf size x10 credits + special territoriesthat are worked + gangers can carry out an action to get more income?
You do, but if you use your post-battle actions on getting additional(D6x10) credits you can't visit the trading post, sell captives, or escort injured gangers to the doc. Additionally, in all but a few cases having your own Gangers work special territories is monumentally daft considering the risk/reward - the Chem-Pit for example has a 50/50 chance of landing the Ganger with a Lasting Injury roll and you might get as little as 20 credits even if you succeed. Working specials is for captured enemies unless you're either *incredibly* desperate, or already so flush with creds that you can afford to buy "disposable" Gangers without gear.
So aye, I stand by my assessment - outside of spectacular luck, you're going to be well into the latter half of a campaign before anyone's making the sort of credits necessary to cover 200+ credits per-game on top of all their usual expenses.
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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) 2017/12/11 13:11:50
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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Well, take a starter Escher gang : a leader, 2 champions, 2 juves and 9 gangers with a lasgun.
That's an average of 315 just if your gangers get sent out. Compare that to sub 100 hauls that even mature gangs used to get.
I'm not saying spending 200+ on a hired gun round after round is a sensible option - just like spending 35 credits on a bounty hunter round after round in the old game wasn't a great idea.
The increase in fee is just not as massive as it first appears because creds are easier to come by.
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![[Post New]](/s/i/i.gif) 2017/12/11 13:36:58
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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Either the hired gun fee is their value divided by 5 for 1 battle, or you pay the full price but they stay until they're OOA/injured
I'm more curious on which of these "hired character" will get a plastic release. BB have plastic Ogre and Troll, no way Necromunda wouldn't get some
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![[Post New]](/s/i/i.gif) 2017/12/11 14:15:29
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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Vorian wrote:Well, take a starter Escher gang : a leader, 2 champions, 2 juves and 9 gangers with a lasgun.
That's an average of 315 just if your gangers get sent out. Compare that to sub 100 hauls that even mature gangs used to get.
I'm not saying spending 200+ on a hired gun round after round is a sensible option - just like spending 35 credits on a bounty hunter round after round in the old game wasn't a great idea.
The increase in fee is just not as massive as it first appears because creds are easier to come by.
If you're working your territories with your own gangers then half of them are going to end up injured and you're going to have to replace one every couple of games. And where are you getting 315 from out of interest?
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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
-----
"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) 2017/12/11 14:20:34
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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Chopstick wrote:Either the hired gun fee is their value divided by 5 for 1 battle, or you pay the full price but they stay until they're OOA/injured
I'm more curious on which of these "hired character" will get a plastic release. BB have plastic Ogre and Troll, no way Necromunda wouldn't get some 
All Blood Bowl hired guns (Star Players) are resin from Forge world. A heavy in BB (Ogre, Troll) is more similar to a heavy in Necromunda, a permanent member.
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![[Post New]](/s/i/i.gif) 2017/12/11 14:25:22
Subject: Necromunda Underhive - release November 24th
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Fixture of Dakka
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Chopstick wrote:Either the hired gun fee is their value divided by 5 for 1 battle, or you pay the full price but they stay until they're OOA/injured 
Definitely not the former, and I don't know where you got that idea. Nothing in the Underhive box, Gang War or the previewed pages of Gang War 2 imply any such thing. Could be the latter, although again, the previews of GW2 don't seem to support that IMO.
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![[Post New]](/s/i/i.gif) 2017/12/11 14:58:49
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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One of the first special characters released for Blood Bowl was Morg 'n' Thorg. He costs 430! This is not money you're supposed to save to to spend in one big bonus for a single game. This is an underedog bonus, a giant helping hand in the face of a much stronger opponent.
Why can't Hired Guns be the same? Underdog bonuses was key in balance of old Necromunda.
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![[Post New]](/s/i/i.gif) 2017/12/11 15:40:07
Subject: Necromunda Underhive - release November 24th
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Fixture of Dakka
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Was that something added in the 5th edition LRB? I'm sure anyone can hire a Star Player if they have the readies available.
In Necromunda Underhive, the underdog bonus is the Tactics cards. Scum are there to provide cheap bullet-catchers if you need more fighters for a mission, while Bounty Hunters are there to fill skill gaps in your gang.
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![[Post New]](/s/i/i.gif) 2017/12/11 16:49:24
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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Yodhrin wrote:Vorian wrote:Well, take a starter Escher gang : a leader, 2 champions, 2 juves and 9 gangers with a lasgun.
That's an average of 315 just if your gangers get sent out. Compare that to sub 100 hauls that even mature gangs used to get.
I'm not saying spending 200+ on a hired gun round after round is a sensible option - just like spending 35 credits on a bounty hunter round after round in the old game wasn't a great idea.
The increase in fee is just not as massive as it first appears because creds are easier to come by.
If you're working your territories with your own gangers then half of them are going to end up injured and you're going to have to replace one every couple of games. And where are you getting 315 from out of interest?
Ah, I was getting myself confused - I thought gangers could be dispatched for 1D6 x 10, but it's only Leaders and Champions - so it doesn't escalate until later.
A 200+ recruitment is quite high then. Hive scum are 30 + weapon costs?
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![[Post New]](/s/i/i.gif) 2017/12/11 18:31:46
Subject: Necromunda Underhive - release November 24th
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Lord of the Fleet
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AndrewGPaul wrote:Was that something added in the 5th edition LRB? I'm sure anyone can hire a Star Player if they have the readies available.
In Necromunda Underhive, the underdog bonus is the Tactics cards. Scum are there to provide cheap bullet-catchers if you need more fighters for a mission, while Bounty Hunters are there to fill skill gaps in your gang.
Anyone can hire a star player in BB but they cost way more than anyone would spend if you're spending from the treasury. You get extra money that can only be spent on temporary bonuses based on howuch of an underdog you are - that's the money that pays for star players.
A similar mechanism would make the costs we've seen for hired guns make sense.
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![[Post New]](/s/i/i.gif) 2017/12/11 19:09:54
Subject: Necromunda Underhive - release November 24th
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[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
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Has during the stream any mention been made of what skills the Orlock have access to? Like, shooting?
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Fatum Iustum Stultorum
Fiat justitia ruat caelum
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![[Post New]](/s/i/i.gif) 2017/12/11 19:29:11
Subject: Necromunda Underhive - release November 24th
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Longtime Dakkanaut
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Not that I recall - nothing to contradict what's on the legacy gangs.
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![[Post New]](/s/i/i.gif) 2017/12/17 14:43:21
Subject: Necromunda Underhive - new Orlock & hired gun pics (Nov 25th - pg 52)
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Longtime Dakkanaut
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New Orlock Harpoon Launcher is listed under Heavy Weapons but does not have Unwieldy weapon trait? Another blooper?
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![[Post New]](/s/i/i.gif) 2017/12/17 22:08:25
Subject: Re:Necromunda Underhive - release November 24th
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Trazyn's Museum Curator
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Ok, those look really cool. I kind of want to start a gang now.
Especially a space biker gang. At first I thought they diverged a bit from the biker aesthetic, but nope, upon closer inspection they are still bikers like the old guys.
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This message was edited 3 times. Last update was at 2017/12/17 22:54:51
What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2017/12/18 05:00:59
Subject: Necromunda Underhive - new Orlock & hired gun pics (Nov 25th - pg 52)
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[MOD]
Otiose in a Niche
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Is there anything more definite about the Orlock date? I've only seen 'early 2018'
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![[Post New]](/s/i/i.gif) 2017/12/18 05:03:22
Subject: Necromunda Underhive - new Orlock & hired gun pics (Nov 25th - pg 52)
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Dakka Veteran
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Kid_Kyoto wrote:Is there anything more definite about the Orlock date? I've only seen 'early 2018'
I think the releases are planned for every three months.
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![[Post New]](/s/i/i.gif) 2017/12/18 05:17:41
Subject: Necromunda Underhive - new Orlock & hired gun pics (Nov 25th - pg 52)
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Longtime Dakkanaut
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Kid_Kyoto wrote:Is there anything more definite about the Orlock date? I've only seen 'early 2018'
It was said on the recent live stream that Orlocks and gang war 2 are coming in February.
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