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Made in au
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Versteckt in den Schatten deines Geistes.

N/M

This message was edited 1 time. Last update was at 2022/03/30 22:07:50


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in au
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The conversation has moved on ... but I haven't.

 H.B.M.C. wrote:
Zenithfleet wrote:
In Necro, the battles could be a little lacklustre due to the clunky 2nd ed mechanics (IMO), but the campaign play was deep and involving.
I disagree. I think that the 2nd Ed 40k rules came into their own with Necromunda. Finally they were applied to a skirmish game of individual fighters, rather than a wargame with squads. The scale of 2nd Ed's level of granularity just fit with Necromunda better than it did 40k Proper.

It was't perfect, obviously, but it seemed like the 2nd Ed rules (which were basically adapted Fantasy rules anyway!) really started to sing when applied to a smaller game type.


I should clarify that although I got into GW when Necromunda was still around (albeit as a hardback book), I didn't actually get to play it until the late 2000s. By then I'd been playing 3rd ed 40K for years--a system that is (on the surface) quicker and more streamlined, with models moving farther per turn and so on. I'm quite critical of 3rd ed's system now as I reckon it threw the baby out with the bathwater, but at the time, trying to go back to 2nd ed felt like wading through treacle. I'm sure I would have got the hang of it after a while, but I only got a few Necro games in because my regular opponent didn't want to play anything that had no Space Marines in it.

For a long time my forlorn dream was a version of Necromunda using the LotR SBG core rules. No, really! They're also by Rick Priestley and intended for small-model-count games, and they play like a streamlined and modernised 2nd edition (opposed combat rolls and so on). GW Historical actually did a Wild West game (Legends of the Old West) that came pretty close to what I wanted, although it used Mordheim's campaign system rather than Necro's. I even tried writing it myself, although I had a snowball's chance in the Sump of convincing anyone else to try it.

(Also wouldn't mind a version of Mordheim using that ruleset, a la Legends of the High Seas.)


Wiz Warrior wrote:
 Blackie wrote:
Book of Boba Fett miniatures game?


Funny how I keep seeing Boba fett attributed to a setting far older than even star wars itself. Im not talking about necromunda, but the concept of a desert wasteland. it's not an indictment against those who havent been exposed to more varied media than what is literally shoved in front of their faces to consume, but it is definitely indicative of it.

For an over 100 year old example, should you motivate yourself enough to look, is the John Carter of Mars series, (which was also produced by the House of Mouse in your preferred media form) though the words that Edgar Rice Burroughs chooses to use may seem archaic by todays standards, making it for a medium weight read that may require a dictionary on hand for younger readers.

But that's merely one example I urge you, kind reader, to explore. It's a big universe out there, and its a lot bigger than the House of Mouse would have you believe.


Now now, let's keep it civil. On some planets that kind of talk would be grounds for an immediate duel. Escalating to a four-way airship battle.


alphaecho wrote:

I enjoyed the John Carter movie but I am, relatively, easily pleased.

What I did enjoy more were some of the reviews that accused the John Csrter storyline of being derivative!


My favourite bit of 'join the dots' backstory:

In the 1930s, some people wanted to make a serial of John Carter, but couldn't get the rights. So they came up with a new concept inspired by it, and called it Flash Gordon.

A guy called George Lucas grew up watching reruns of the Flash Gordon serial.

In the 1970s, Lucas wanted to make a Flash Gordon movie, but couldn't get the rights. So he came up with a new concept inspired by it, and called it Star Wars.

This explains 100% of the Jabba's Palace sequence in Return of the Jedi. Right down to the bikini.
   
Made in gb
Stone Bonkers Fabricator General




We'll find out soon enough eh.

 Mad Doc Grotsnik wrote:
 H.B.M.C. wrote:
RazorEdge wrote:
Also there isn't enough Terrain which let the set look awfull.
Not enough terrain in a game mostly based around mounted combat in giant ash waste deserts?


Plus dunes and scrap piles are a doddle to make.


Making your own terrain?!? That there sounds like heresy to me guv.


Automatically Appended Next Post:
 Overread wrote:
 H.B.M.C. wrote:
Maybe some of the gangs from Necromunda Proper just don't show up in Ash Wastes because it wouldn't make much sense for them to venture out. Cawdor and Delaque are the two that strike me as groups that have no business in the wastes, the former because how are they going to cobble together vehicles and the latter because what would they want in a desert?

 Wha-Mu-077 wrote:
I wondere how they're gonna handle Vehicles vs rideable mounts rules-wise.
Poorly?


The problem with being lore selective when making something like this is that it leaves some armies "out" and that means leaving some players, fans and customers out. If this is the new direction for a lot of the games content coming forward then leaving out some groups would leave those customers with nothing to buy and less reason to stick around. It's not that every army has to have every thing, but if you make a subgame and invite only a few armies that is leaving players totally out of the loop.

So I don't see GW doing that; yes some factions will take longer and some might get more models than others. Indeed that might be how they do it; factions that feature heavily in the wastes might have a more varied roster; whlist those who feature less might have fewer units that they use more often or that come with more optional parts.



As for vehicles vs mounts I suspect they'll handle it the same way they handle such things in 40K and AoS.


The issue is there's a problem with not being lore selective as well - the more strained justifications you pack in for why everyone can do everything, the less appealing the setting as a whole becomes, and people are quite capable of checking out for that reason as well. If they were willing to set up a roster of basic vehicles that everyone had access to, then add extra flavour on top of that for some gangs that would be one thing, but they do seem to have decided to give everyone their own unique designs again and that means they're going to have to reach pretty hard.

It's also an ever-increasing problem; let's say it's 2025, we've had Ash Wastes and they've just finished a supplement around dead hives that added revised GSC, feral Orks, maybe even some totally new warband. They announce the next subsetting is the big orbital station - are they meant to try and make up reasons why Ash Waste tribals, Orks, House gangs etc are all up there in space?

Some factions make more sense in some places than others, and a few make no sense at all in some. GW would be better to just accept that and trust that most of the people invested enough to stick with the game through the endless churn of expansion books into a whole new setting for the game will find something new to like in the new material that they'll want to collect even if their current favourite 'band isn't "allowed".

This message was edited 1 time. Last update was at 2022/03/31 02:54:01


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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Hyderabad, India

The bit about Flash Gordon, I'm sure Flash started as a comic strip not a serial.

 
   
Made in au
FOW Player




 Kid_Kyoto wrote:
The bit about Flash Gordon, I'm sure Flash started as a comic strip not a serial.


Good point

However--according to ERBzine--the Flash Gordon comic strip was probably created as a rights-free alternative when negotiations with Burroughs reached an impasse. The newspaper comic-strip syndicate approached Burroughs first, but he wanted a lot of creative control and spin-off rights, as well as deciding who would illustrate the comic. The syndicate went suspiciously silent for months, then said "actually nah" to Burroughs and sprang Flash Gordon on the world three days later.
https://www.erbzine.com/mag33/3393.html

Spoiler:

"In 1933, ... King Features Syndicate indicated that they had hired artist Alex Raymond and writer Don G. Moore with the idea of creating a Mars feature strip: ". . . we are interested in the possibility of syndicating a strip built around your Mars stories. ..."

... ERB contacted his long-time illustrator, J. Allen St. John, who seemed very interested in taking on the job of drawing the Martian strips. He soon submitted a four-panel art sample based on The Gods of Mars. King Features sent a detailed contract offering 50 percent of gross, but ERB demanded many revisions. He insisted that he maintain all spin-off rights for radio shows, movie serials, TV, Big Little Books, etc. -- and expressed his dislike of the use of speech balloons in the strip panels. Around this time, in October 1933, United Features [a rival syndicate who were already distributing Burroughs' Tarzan comic] expressed a continuing interest in developing the Mars strip. After a long delay King Features finally responded to the numerous follow-up letters from ERB and St. John. On January 4, 1934 they wrote: "I am sorry to say that at this writing it seems impossible for us to arrange syndication under terms which would suit you."

Three days later the Flash Gordon Sunday page debuted. As one reads the first 46 Raymond strips which make up part of this ERBzine feature, Flash Gordon's debt to ERB's John Carter adventures on Barsoom should be very obvious: many of the plot lines are lifted from ERB's Mars and Venus novels and Flash is described as being a superb swordsman with powerful earth-man muscles which allow him to make giant leaps.


Aha! The general thrust of my claim remains! Have at you, sir!

... though I have left myself wide open to a riposte of "off-topic..."
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

No, no, it does seem to be correct. Apparently Buck Rogers was a hit so they wanted something similar first tried to get John Carter, and after that failed did their own planetary romance as Flash Gordon.

So the circle is now complete.

All we need is for someone to take their unmade John Carter movie sequel and rebrand it as something new.

 
   
Made in es
Longtime Dakkanaut





We don't know when the box will come out, right?

I was convinced that it would be this month, but the lack of articles in warcom, and that a couple of weeks ago they said that we would see more new miniatures and in the end they did not show anything, I am concerned that there has been some delay..
   
Made in si
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I'd expect this to be in the main summer "new edition" slot.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in es
Longtime Dakkanaut





 lord_blackfang wrote:
I'd expect this to be in the main summer "new edition" slot.


I fear that... Since HH is just around the corner.


Something that I also do not understand why show the complete box since there are so many months left for its release..Maybe it's not the only thing and it comes accompanied by other boxes like the convoy..
   
Made in us
Fixture of Dakka





West Michigan, deep in Whitebread, USA

I have to admit, I will likely be getting a box of Nomads, although probably not for playing with modern Necromunda.

I think they will be great for a similar sort of warband for the game This Is Not a Test, and if I really want the Necromunda "feel" I've always been wanting to play some games using the rules (that modify Grimdark Future: Firefight) from OnePageRules into a Necromunda-styled campaign setting. I can only imagine that at some point OPR will be enabling vehicles and the like in the game.

Anything that harkens back to the creative juices of the original Necromunda is great, though. I just can't stand how the gaming material is being presented/sold with modern Necromunda.

This message was edited 1 time. Last update was at 2022/04/10 13:19:47




"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."  
   
Made in us
Regular Dakkanaut




Zenithfleet wrote:
For a long time my forlorn dream was a version of Necromunda using the LotR SBG core rules. No, really! They're also by Rick Priestley and intended for small-model-count games, and they play like a streamlined and modernised 2nd edition (opposed combat rolls and so on). GW Historical actually did a Wild West game (Legends of the Old West) that came pretty close to what I wanted, although it used Mordheim's campaign system rather than Necro's. I even tried writing it myself, although I had a snowball's chance in the Sump of convincing anyone else to try it.

(Also wouldn't mind a version of Mordheim using that ruleset, a la Legends of the High Seas.)


This is my dream as well, as I hold all of those games (Legends of the Old West, Legends of the High Seas, LotR SBG, Mordheim) in high regard. LotR SBG rules are a good engine. Constantly refined over these past 2 decades, and proven solid. Even their mass battle game, War of the Ring, was probably the best formation based mass battle game GW has yet published. All thanks to SBG.

People poopoo LotR constantly, but on a game design level, it makes their big seller 40K look like the slowest jogger in the race.

Its semi off topic, but just wanted to back you up. There are already enough people lockstepping behind each other, patting each other on their backs in a cruel confirmation bias based in sunk cost fallacy about how good 40K is. I think the forum can afford some well informed dissent in that regard.
   
Made in es
Longtime Dakkanaut





and some wheeled reveals for Necromunda: Ash Wastes.

Some reveals next week
   
Made in pl
Longtime Dakkanaut




Germany

zamerion wrote:
and some wheeled reveals for Necromunda: Ash Wastes.

Some reveals next week


The train?

"Tabletop games are the only setting when a body is made more horrifying for NOT being chopped into smaller pieces."
- Jiado 
   
Made in us
Terrifying Doombull




 Wha-Mu-077 wrote:
zamerion wrote:
and some wheeled reveals for Necromunda: Ash Wastes.

Some reveals next week


The train?

Probably just the orlock buggies they've already revealed, but in 'detail' (ie, 500 words and 4 pics)
They've got to build up the preview count before release.

Efficiency is the highest virtue. 
   
Made in se
Longtime Dakkanaut






 Geifer wrote:

The Ayatollah of Rock and Rolla laughs at GW's idea of "realistic" wasteland dwellers.

Modern pseudo-scientific rubbish.

When did Chris Jericho comment on ash wastes gangers?

This message was edited 1 time. Last update was at 2022/04/10 20:57:58


   
Made in be
Regular Dakkanaut





Atleast we are getting info through Loremasters. This might be the first time that show gives us info that wasn’t already known
   
Made in us
Regular Dakkanaut




 Zywus wrote:
 Geifer wrote:

The Ayatollah of Rock and Rolla laughs at GW's idea of "realistic" wasteland dwellers.

Modern pseudo-scientific rubbish.

When did Chris Jericho comment on ash wastes gangers?


Back in 1983?
   
Made in au
[MOD]
Making Stuff






Under the couch

 Kid_Kyoto wrote:

Interesting bit of background, I never read Gorkamorka and didn't know it was meant as a Necromunda supplement. Ah what could have been...

The systems did still wind up similar enough that it was not too difficult to bash them together. The sole game of Gorkamorka I had back in the day was actually a homebrew scenario pitting a friend's Gorkamorka mob against my Eschers. Sadly for him, the superior ranged capabilities of the Eschers made it a fairly short game.


 Kid_Kyoto wrote:
Dunno if it "nearly bankrupted them" but I think they seriously overestimated people's love of Orks, Mad Max and vehicle games.

The quality of the sculpts for it didn't help. The plastics boyz were dire even by the standards of the time, and looked nothing like the rest of the Ork range, including the much better metal character sculpts for the same game.

 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Gorkamorka also had the weird side effect of turning Orks into "Generic Goffs" for more than an edition. It's where a lot of the flavour and whackiness of Orks just went to die.

Consider all the Orky Big Gunz in 2nd Ed, prior to Gorkamorka: Smasha Gun, Splatta Cannon, Squig Catapult, Pulsa Rokkit, Traktor Cannon.

Post-Gorkamorka/3rd Ed: Kannon, Lobba, Zzapp Gun.

Took a while for the Orks to be revitalised.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Thermo-Optical Hac Tao





Gosport, UK

 lord_blackfang wrote:
I'd expect this to be in the main summer "new edition" slot.


That’ll be the big new edition of Horus Heresy, surely.
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





Scotland, but nowhere near my rulebook

 PetitionersCity wrote:
Spoiler:
 Mad Doc Grotsnik wrote:
On GorkaMorka, it was also meant to be the first in Xenos equivalents of Necromunda.

There’s also the claim that due to foreign language overproduction it nearly bankrupted GW.

I do know that when they axed it, you could walk into a GW and pick up Spanish (maybe German?) copies for very little money. Like, a few quid.

Whether that is the source of the claim, or proof of the claim I don’t know - but I suspect it’s just the GW equivalent of a Conspiracy Theory.


It's worth checking out interviews with Rick Priestley:



Rick Priestley: Warmaster was a slightly odd project for me. During its development the situation within the business shifted from a position where the creative staff within the studio were coming up with the plan for product to one where the sales staff were beginning to dictate what product should be made and when it was released. It was a political shift within the business, which had always been led by its creative ambitions up to that point. In many ways it was a factor of growth and the issues that growth would bring. In very broad terms, I would say that Games Workshop would go on to be led by its sales divisions and then for a time by its manufacturing division and broader supply chain management.

These different factions within the business became key to success at different stages of growth. That inevitably meant other aspects of the business were obliged to conform to one faction’s capacities and evolving competencies. By the mid ’90’s the sales companies were fuelling our rapid growth, and the policy from the top was to give them their head. That meant the ‘sales’ view on new and proposed products was suddenly thrust to the fore. This shift in the focus of decision making would throw up inevitable problems. In the early ’90’s I would set the initial print quantities for products after talking requirements through with the rest of the exec. Once the sales companies gained control of their own print quantities they over-ordered like crazy because the last thing a salesman wants is to be out of stock of anything. On at least two occasions, this resulted in overstocks that would have bankrupted most similar-sized companies and which we weathered only with the greatest difficulty.

Against that background we had attempted to relaunch our ‘Epic’ scale range with a Titan combat game called Titan Legions. We had done quite well with the previous iteration of the ‘Epic system’ Space Marine (’91), so the plan fitted in with the general idea of relaunching our core systems every few years with new models, as we had for Warhammer and Warhammer 40K. The game was designed by Andy Chambers and new plastic Titans were created as centre-pieces. Sales were poor compared to previous years’ main releases. The sales companies were very quick to blame the product. Of course, sales numbers were targeted against previous years, so you were always comparing sales against Warhammer 40K re-launches, which would always outsell anything. It didn’t matter what you chose as your main annual release: sales numbers would always look poor compared to Warhammer 40K. There was also an issue with the French, Spanish, Italian and German markets being relatively ‘immature’, which meant the customer base for anything other than Warhammer wasn’t there in the same way it was for the English language product. Of course, we didn’t have to take account of such things in the ’80’s or until GW started to expand its sales arm beyond the English language market.

After the poorly received Titan Legions release the sales companies became very antagonistic towards any ‘Epic’ based game. Insisting that all future products had to be 28mm. This diktat posed something of a problem. The studio had already started work towards the fantasy ‘Epic’ system that would become Warmaster. This was scheduled to come out in 1997 in the main release slot in the autumn. The sales companies insisted that we drop the Warmaster proposal and do a 28mm game instead. By that time it was very late in the day to come up with a new game. Way too late by the terms of our normal operational deadlines. So we looked to cobble together a game that used whatever other work we had in progress at the time.

As it happened the studio had already started work on a series of Ork releases that included a bike and buggy. That gave us a starting point to work from. The result was Gorkamorka, an Orkish re-skin of the Necromunda game system. Using an existing game system and work-in-progress as the basis allowed us to hit the autumn launch slot. We could never have done it had we started from scratch. Gorkamorka was one of those games that the sales companies massively over-ordered and which would cause us great pain as a result. It was a good effort from the studio working against the tightest of deadlines, and had it been ordered in reasonable quantities and promoted in an appropriate manner I’m sure it would have been considered a success. It just wasn’t Warhammer 40K. But then what was?

Meantime, I had the design work for the ‘fantasy epic’ game Warmaster, originally planned to take that ’97 slot. It was imagined to use 8mm models (like Epic 40K) arranged in ranked strips. The game would be a ‘big box set’ of the standard size, complete with plastic armies, siege equipment and fortifications. I’d already come up with the concept model for the plastic fortifications, and we’d designed some armies in metal to trial out the system. The game itself was partly inspired by the turn-over mechanic in Blood Bowl, and was based on the idea that you’d dice for movement whilst combat resolution would be relatively breezy. The core of the game was in the command element, the manoeuvre of armies rather than individual combat, as suggested by the scale. Although by this time I had moved away from a design role, the fact that I’d already designed the game meant that I was keen to see it published. It was eventually published in 2000, but very much in the teeth of opposition from the sales companies. All the plastic was dropped and the game was released as a book in a secondary release slot at Easter. The models were no longer ‘Epic’ scale but larger at 10mm to distance them from the taint of the 40K Epic range.

Something of a last gasp from that phase of creativity in the late ’80’s to early ’90’s, Warmaster is still occasionally cited as the best game I’ve ever written. It was certainly the only game I played regularly at that time, and which I continued to play to some extent even when I left GW, although I must admit it’s now been a few years since I did so. Black Powder (published by Warlord Games) was derived from Warmaster and, like WAB, was another project initiated by Jervis Johnson that I developed and completed. I did a version for ancients, published as a stablemate to WAB, which was well-received by ancient players and helped to establish the ’10mm’ size of figure in historical gaming.



In the fourth part of the interview, the development of Confrontation and Necromunda is discussed:



Rick Priestley: Confrontation was a project of Bryan Ansell’s that never really gelled into anything tangible. I wasn’t involved in it creatively but I wrote-up Bryan’s old Laserburn rules for publication in WD as the ‘Confrontation’ engine. It was just a rules editing job really. I remember going over Laserburn and trying to rationalise some of the stickier elements. Laserburn has turns divided into fractions of time that allowed for detailed actions. It was quite complicated and I thought it was hard to keep track of. The fractions included both ‘thirds’ and ‘quarters’ of a turn, for example. I never played Laserburn (never played the Confrontation version either). The rules were just mechanics that needed sorting out as far as I remember. I did a lot of that kind of thing with rules put together by various folk. Usually when something needed turning round fast. I rewrote the Talisman game rules at one point for example.

Confrontation didn’t really have a games designer at the heart of it and I think that was the problem. It was the sort of project I would have instinctively avoided to be honest! I know it was abandoned at some point leaving quite a lot of artwork, including some crazy psychotic looking clown costumed gang concepts and other weirdness drawn by John Blanche. Tony Ackland produced a lot of very atmospheric artwork that explored the environment. Fantastic stuff really. But all quite mad. I suspect Bryan would have been trying to give the project some impetus through the artwork, but these things need a writer and games designer behind them if they are to work in my experience. I think the idea was that Confrontation would be set within the 40K universe to piggy-back on the success of 40K; however, it had nothing to do with 40K as far as I could tell. It was a capsular universe: very much its own thing. The 40K narrative was set up to allow for individual world backgrounds, and we’d exploit this potential later, but at the time I did feel it was like trying to shoehorn something into the 40K setting.

I don’t recall when Confrontation was abandoned, but it wasn’t on the studio agenda by the time that Bryan was actively selling the company. Once GW sold there was no champion for the game and we had bigger issues to deal with in terms of the future of the company and product development. We were left with some names – Necromunda and Lord Helmawr – and a little background information in respect of 40K that included a reference to an Imperial Guard unit. We had this general concept of a hiveworld with city spires sticking out of a polluted wasteland. And we had some artwork relating to those things. I rather liked the names Necromunda and Helmawr – I’ve no idea who came up with those – I guess they were coined by Bryan. Good names anyway. The central image of the city spires sticking out of the wastes had become ingrained and was powerful. I liked that too. Those were the elements I took from Confrontation when I wrote Necromunda.

Necromunda fitted into the new scheme I’d come up with for the product line. That must have been the back end of 1991. We had moved into a new studio building on Castle Boulevard in Nottingham. The move was part of readying the company for sale. The new shiny offices were much more impressive than the old shabby warren on Middle Pavement the studio had occupied since the mid 80’s. Anyway, I remember touring round these be-suited venture capitalists and the whole thing looked surprisingly clean and well-organised. Must have worked because soon after that the company changed hands in the shape of a management buy-out led by Tom Kirby. From that point we had to re-make the business in order to build turnover and rationalise production. We had a huge debt to pay off and we couldn’t just carry on as we were.

I came up with a plan for the product lines, and in particular Warhammer and 40K, that would re-define the ranges in terms of boxed starter sets with plastic models, dedicated army books and associated plastic and metal models to go with them. I know it sounds obvious… but that wasn’t necessarily how it had worked in the past. Looking to the future, I had this ambition to produce a series of games set within the 40K background that would explore either a particular world or a particular theme. A spaceship combat game would be one example of the latter. We – which is to say the creative team – had ideas for a number of 28mm miniatures based skirmish style games that would be interesting to do without creating a huge demand for new figures. The plan was that we’d have the core 40K game as our constant and then these other games, which we anticipated would come and go from the catalogue, much as games always had in the past. I also wanted to build the 40K story with a series of campaign supplements for which folks would use their existing 40K forces perhaps with the addition of personality figures and the odd special. These last would be easiest to do because they were mostly writing and artwork. Figure design was the pinch-point at the time – hard to imagine these days when there are so many talented sculptors – but back then it was a very rare skill indeed. Building up the figure design department was a real priority but would be a hard slog and never quite achieved until long after my tenure. The point is than we had to design games around smaller numbers of models or – more strictly – fewer designs.

After the relaunch of Warhammer and 40K we needed to produce a box game to go into the main release slot for 1995 and I thought the Necromunda setting would make a good basis for a ‘Wild West’ style game… in space…as it were. So, I pushed the setting down into the underhive, leaving the spires as functioning cities whose populations could play whatever role in the Imperium such worlds had always played. The underhive became a dystopic ‘Wild West’ and the game itself would be inspired by tales of the American frontier in the mid-nineteenth century. The underhive setting with its chemical wastes and mutants would become the land inhabited by a native population who lived ‘at one with nature’ and had a strong spiritual relationship with the environment. Into that environment we planted frontier settlements and a landscape of interconnected domes, ancient and overbuilt, but often treasure houses of abandoned waste accumulated over the millennia.

The game itself would use the 40K mechanics – which I imagined would remain constant across all these games – something that would enable people to switch from one game to another fairly easily. The gangs were envisaged as all human because it was a human world – but each has characteristics I’d normally associate with a fantasy race. So the Goliaths are big, brutal and I some respects ‘Orkish’, for example. Six is a good number for variation of game play and I came up with the six ‘Houses’ which give you your basic culture types for the gangs. It was actually Tom – our boss – who was insistent about having a three-dimensional element to the games and he had this notion it would be played on a 3-D plastic construct with levels and ladders joining walkways together. This wasn’t really very practical for a number of reason, not least being the sheer cost, but in the end I took the idea and we produced a plastic frame into which card walkways and walls could be slotted. I remember making the concept piece for that myself out of mounting card, just to get the engineering as I wanted it.

The whole design team and quite a few of the staff started playing the game at lunchtime and we organised a campaign in the studio which anyone who wanted to join could do so. I think that’s where Andy and Jervis would have finessed the gang development and character progression design. Jervis had created something like that for BloodBowl, and that was the model I used to build the initial system, but when it came to getting the balance right and turning it into something workable I suspect Andy and Jervis would have taken a lead. Chris was actually our production manager – in charge of the guys putting together the products – so it just goes to show that these things are very much a collaborative effort. Of course, we didn’t have the actual models at that point, and we had to convert gangs from ordinary 40K models. I built my gang using the Catachan Imperial Guard models and everyone did something similar.

Necromunda was very successful. At the time there was so much demand for ‘new product’ that the studio was expected to churn out supplements for it, which we did, but I always felt this was over-egging the concept. There was a lot of, ‘When are we going to have Space Marines in Necromunda’ type of pressure that I thought was entirely missing the point. I always felt it would have been better to have gone on to explore Space Marine chapters with their own Necromunda style supplements rather than cramming Space Marines into Necromunda. And so on for other races and worlds. An Eldar Craftworld turned feral and fought over by rival Eldar gangs amidst ruins dominated by alien parasites was one we wanted to do. It was not to be though, and soon the opportunity fell away once the driving force behind product development shifted as I’ve already described elsewhere.



Andy Chambers' interview on the same site is also interesting:



Andy Chambers: My only real contact with Confrontation was helping Jervis Johnson to run a participation game of it at my first Games Day at Derby Assembly Rooms in 1990. It might even have been a Golden Demon day but I’m not sure we’d started doing them then. Confrontation was… not easy to run, Jervis had come up with a nifty slide-rule like device for calculating the percentiles more easily – but the fact we needed one should tell you all you need to know. I recall asking him in the van on the way back whether he thought it might make a decent 40K skirmish and he opined that it would be too complex and just result in a set of dice rolls against armour. That was the last of that for several years. When Necromunda kicked off there was really no connection at all to Confrontation in my mind except that we played initial games on some enormous urban/tunnel terrain boards Nigel Stillman had originally made for Confrontation. Rick drew some inspiration from the old art and background I think but Necromunda was very much its own thing. Necromunda itself was great and a real treat to work on, 40K 2nd ed worked well with a small number of figures and a few tweaks like pinning and bottle tests rounded it off nicely. It was extremely popular around the Studio, so we ran a series of campaigns that gave us solid feedback for the campaign rules too. Great fun.


Holding with the original version of Necromunda, I asked Andy about Outlanders, the supplement that brought forward new gangs such as Scavvies, Ratskins and Redemptionists, amongst others. I wondered what the inspirations behind the new gangs and characters was, also if there were any favourites he had.

Andy Chambers: While Necromunda had been run with Rick and Jervis as leads I was more or less turned loose to do what I wanted with Outlanders. Many of the new gangs were ideas that had been suggested in the campaign like Ratskins and Scavvies so we had some great advocates for them when doing Outlanders. The whole idea was to take things more to the extremes than the House-based main gangs in Necromunda (hence ‘Outlanders’), Spyrers for the top end predator-like Nobility, Scavvies and Ratskins for the absolute bottom, plus Redemptionists for some insane, fiery zealotry with a nod back to the old Lazerburn game (which had bled into Confronation) and the Lone Sloane graphic novels by Druillet they were inspired by in the first place. The Redemptionists were always a personal favourite of mine and the comic version of The Redeemer is one of my favourite characters ever.

As I mention above Redemptionists brought me joy, although I’d run Goliaths forever in the campaigns prior to Outlanders – the infamous Dog Soldiers being the Goliath gang, who were mostly infamous because I called them infamous, although they did get pretty numerous by the end.

Moving from Necroumda to Gorkamorka, another game that still attracts a sizeable cult following, I was interested in gaining some background information on the game system and its subsequent add-on, Digganob.

Andy Chambers: Gorkamorka came as something of a surprise if I’m honest, it was clear Necromunda was popular and we’d half expected to do an Ash Wastes Mad Max type game to build off it. The decision came down as Orks instead and it came down pretty late as I recall so it represented a frantic eight-week period of building a campaign, gang lists, armouries and scenarios around the background and core vehicle rules Rick wrote. I don’t remember it too fondly as it was a strong contrast to Necromunda where we had plenty of time to finesse. I’m glad people like it, and it does have a fun premise but like I say it was a tough bite of a publishing reality sandwich for me. When it came to Digganob I was happy to pass the reigns along to Gav Thorpe so he could take the lead much as I had with Outlanders, I think it was his first big box supplement and they were a good learning experience.



This stuff is FASCINATING! Love to hear how the things we look at today and think "there was a plan" were just totally bashed together, but worked because the guys had talent. Thanks!
   
Made in gb
Ancient Space Wolves Venerable Dreadnought





 ImAGeek wrote:
 lord_blackfang wrote:
I'd expect this to be in the main summer "new edition" slot.


That’ll be the big new edition of Horus Heresy, surely.

Yeah this is no bigger or smaller than a Kill Team terrain + 2 teams box. I don’t see it doing more than displacing one of those.

"Three months? I'm going to go crazy …and I'm taking you with me!"
— Vala Mal Doran
 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon





Scotland, but nowhere near my rulebook

 Flinty wrote:
 Blackie wrote:
Book of Boba Fett miniatures game?


I really hope not because those stupid hover Vespas made me so angry I stopped watching the show.


I didn't mind the Vespas, but then I like The Who.

And on consideration of previously stated opinions - no, even I don't think they fit Tattooine well at all.

(Also, for John Carter - there seem to be some public domain audiobook readings https://librivox.org/the-gods-of-mars-by-edgar-rice-burroughs/ - decent "listen while you paint" stuff. Can't see GW releasing a version of Deja Torres.)

This message was edited 1 time. Last update was at 2022/04/11 08:09:23


 
   
Made in es
Longtime Dakkanaut








Its near!!!
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Feels like that video escaped early.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in pl
Longtime Dakkanaut




Germany

 H.B.M.C. wrote:
Feels like that video escaped early.


I don't see why, it's pretty much an ad for the upcoming thing.

"Tabletop games are the only setting when a body is made more horrifying for NOT being chopped into smaller pieces."
- Jiado 
   
Made in gb
Crafty Bray Shaman




Anor Londo

The paintjob in the video seems very basic, aimed at beginners really.

Are all of their newer videos like this?
   
Made in gb
Dakka Veteran



Derbyshire, UK

"Battle Ready" are beginner level, and "Parade Ready" have more detail.
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Any word on the return of the Outcast gang?

My order has been in limbo for over a month

This message was edited 1 time. Last update was at 2022/04/11 11:42:44


 
   
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Ollanius Pius - Savior of the Emperor






Gathering the Informations.

pgmason wrote:
"Battle Ready" are beginner level, and "Parade Ready" have more detail.

Battle Ready is less "beginner level" and more "Tabletop Standard".
   
 
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