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Made in gb
Fixture of Dakka






In the case of Necromunda, most scenarios have a set number of fighters you can bring, no matter how many are in your gang as a whole. Sometimes those fighters you bring are randomly chosen. If the total cost (including advances/skills) of one side is significantly greater than the other, the underdog gets bonus Tactics cards, so the handicap kicks in right from the beginning of the game, rather than only counting if you're lucky enough to crawl away.

Back on topic, it all depends on who you're playing, as people have said. If goal difference matters in your Blood Bowl league, then yeah, go ahead. I might not bother hanging around to watch you, though.

The Crusade mission pack booklets for 40k explicitly say that if one side is wiped out the other can play out the game to maximise VPs, but again, the guy with no models on the table needen't stand around like a chump watching you, so it's minimally annoying.
   
Made in us
Longtime Dakkanaut





Myrtle Creek, OR

Dreadball had a pretty clever method of somewhat controlling this. If either side ever scored 7 or more points than the other (in a tug of war type score tracker), the game ended. With three point plays being possible, it was a risk to mess around whenever you had the lead

Thread Slayer 
   
Made in gb
Ridin' on a Snotling Pump Wagon






The gaming group for Necromunda is indeed important, as is a flexible GM.

The key for me is to do what I can to make the campaign feel alive.

For instance. If one gang receives an absolutely brutal beating? The other gangs should know about it (indeed current Necromunda’s Reputation score reflects this).

And, if perhaps one player is a WAAC type and no fun to play against? They’re likely to end up leading the campaign with a number crunched gang. If they’re getting that dominant? Allow multiple Gangs to band together to give them a kicking.

So whether it’s a BB League, Necromunda Campaign or what have you, there’s a lot on the shoulders of the GM to keep things feeling fun no fair.

   
Made in us
Longtime Dakkanaut





Myrtle Creek, OR

Gangs of Mega City One was necromunda ish with players running various street gangs. Judge patrols were not directly played iirc. Instead if someone was a runaway leader, a player could call the law on the leading gang. Then, someone would field a team of judges who were pretty powerful. Able to injure and arrest the leader gangs members

Thread Slayer 
   
Made in gb
Ridin' on a Snotling Pump Wagon






Kind of how I plan to utilise Palanite Enforcers. When you delve into the background of Necromunda, it’s clear that a certain level of gang warfare isn’t just turned a blind eye to, but actively encouraged by House Helmawr.

So for me, it’s more a case that Palanite’s don’t really suit a player gang (other opinions just as valid). Rather, they should be part of the wider ecosystem, as much a narrative presence as an in-mission one.

Certainly I can see a Palanite Precinct being a very powerful presence. Better armed, armoured and equipped, and even more numerous than your average gang. Like Guilds, they’re something for the gangs to partly fear, and partly take advantage of.

But that’s for an actual Necromunda thread!

   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

 Mad Doc Grotsnik wrote:
Kind of how I plan to utilise Palanite Enforcers. When you delve into the background of Necromunda, it’s clear that a certain level of gang warfare isn’t just turned a blind eye to, but actively encouraged by House Helmawr.

So for me, it’s more a case that Palanite’s don’t really suit a player gang (other opinions just as valid). Rather, they should be part of the wider ecosystem, as much a narrative presence as an in-mission one.

Certainly I can see a Palanite Precinct being a very powerful presence. Better armed, armoured and equipped, and even more numerous than your average gang. Like Guilds, they’re something for the gangs to partly fear, and partly take advantage of.

But that’s for an actual Necromunda thread!


Yes I agree about the Palanites, in the old Necromunda the Adeptus Arbites fulfilled a similar sort of role; you could play them as a kind of 'gang' but I always thought they worked well as a GM-led gang to get involved if they wanted to.

If you are after an idea to turn things up to 11, or a fun way to end a campaign, check out these rules for Movie Marines. Basically it's designed as an 'all gangs against the marines' as a final game to get everyone's gangs on the table and a fun way to end the campaign. The rules were designed for NCE but I'm sure pretty straightforward to update the rules for the current edition.

https://yaktribe.games/community/threads/fluff-marines-in-necromunda-rules-battle-report.9829/#post-219738

Epic 30K&40K! A new players guide, contributors welcome https://www.dakkadakka.com/dakkaforum/posts/list/751316.page
Small but perfectly formed! A Great Crusade Epic 6mm project: https://www.dakkadakka.com/dakkaforum/posts/list/694411.page

 
   
Made in gb
Fixture of Dakka






Strictly speaking, they were Enforcers in original Necromunda (well, the Specialist Games version, anyway). Therer were rules for proper Arbites in the Battles in the Underhive book, and they were absolutely designed for giving uppity gangs a good shoeing; they all caused Fear (and Terror in Juves), they all had skills to let them re-roll pinning and bottle tests and a 2 on the injury roll counted as a flesh wound rather than down. And they never had to make ammo rolls and wore carapace armour without initiative penalty.
   
Made in fi
Locked in the Tower of Amareo





 privateer4hire wrote:
Dreadball had a pretty clever method of somewhat controlling this. If either side ever scored 7 or more points than the other (in a tug of war type score tracker), the game ended. With three point plays being possible, it was a risk to mess around whenever you had the lead


Well here it wouldn't matter. The leading team wouldn't score. Game would keep going while winning team keeps fouling trying to kill the mighty goblins that scared him witless enough to try to kill them with zero gains to themselves.

Leading team didn't want game end. 7 goals you say? They stop at 6.

2024 painted/bought: 109/109 
   
Made in us
Krazy Grot Kutta Driva





It isn't running up the score if your opponent has a chance to come back. Defeat can be snatched out of the jaws of victory by believing you have won while there is still time on the clock.

 
   
Made in de
Longtime Dakkanaut





 Illumini wrote:
I have some friends that used to play blood bowl. They no longer do because of a lot of experiences like the one above. Players intentionally trying to kill the other team so they must restart, and run-away players just dominating the league.

To me, bloodbowl sounds like a pretty poor game, where you need great sportsmanship to actually have an enjoyable time for everyone involved.

The campaign mechanics sound terrible, pretty much pushing players to just mash up their underdog opponents, and it also sounds like the balance between teams is horrible. I can think of a ton of ways a goblin team could be good and still feel like goblins. Spiders with webs, backstabbing bonus, extra trolls, squig-shenanigans, fanatics, endless chumps so it doesn´t matter if you knock out the normal goblins etc. "They are meant to be bad" sounds like a lazy excuse for bad game design.


Goblins are bad because they are goblins. End of story.
   
Made in us
Longtime Dakkanaut




 Nurglitch wrote:
If your opponent is having fun, sure. If they're not, you're being a dick.


Nah. Some people have unreasonable requirements for fun - like some people ragequit when they start losing.
   
Made in us
Decrepit Dakkanaut





Hecaton wrote:
 Nurglitch wrote:
If your opponent is having fun, sure. If they're not, you're being a dick.


Nah. Some people have unreasonable requirements for fun - like some people ragequit when they start losing.

This is really something you're supposed to cover before you start playing together.
   
Made in gb
Fixture of Dakka






 Strg Alt wrote:
 Illumini wrote:
I have some friends that used to play blood bowl. They no longer do because of a lot of experiences like the one above. Players intentionally trying to kill the other team so they must restart, and run-away players just dominating the league.

To me, bloodbowl sounds like a pretty poor game, where you need great sportsmanship to actually have an enjoyable time for everyone involved.

The campaign mechanics sound terrible, pretty much pushing players to just mash up their underdog opponents, and it also sounds like the balance between teams is horrible. I can think of a ton of ways a goblin team could be good and still feel like goblins. Spiders with webs, backstabbing bonus, extra trolls, squig-shenanigans, fanatics, endless chumps so it doesn´t matter if you knock out the normal goblins etc. "They are meant to be bad" sounds like a lazy excuse for bad game design.


Goblins are bad because they are goblins. End of story.


Playing Goblins is like supporting a third-division team in the FA Cup. Usually you'll get gubbed on a rainy thursday night with seventeen people and a dog in the stands, but on occasion a miracle happens and you beat Man U at home.
   
Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

 AndrewGPaul wrote:
 Strg Alt wrote:
 Illumini wrote:
I have some friends that used to play blood bowl. They no longer do because of a lot of experiences like the one above. Players intentionally trying to kill the other team so they must restart, and run-away players just dominating the league.

To me, bloodbowl sounds like a pretty poor game, where you need great sportsmanship to actually have an enjoyable time for everyone involved.

The campaign mechanics sound terrible, pretty much pushing players to just mash up their underdog opponents, and it also sounds like the balance between teams is horrible. I can think of a ton of ways a goblin team could be good and still feel like goblins. Spiders with webs, backstabbing bonus, extra trolls, squig-shenanigans, fanatics, endless chumps so it doesn´t matter if you knock out the normal goblins etc. "They are meant to be bad" sounds like a lazy excuse for bad game design.


Goblins are bad because they are goblins. End of story.


Playing Goblins is like supporting a third-division team in the FA Cup. Usually you'll get gubbed on a rainy thursday night with seventeen people and a dog in the stands, but on occasion a miracle happens and you beat Man U at home.


Never have I seen a better summation of playing Goblins in BB

Epic 30K&40K! A new players guide, contributors welcome https://www.dakkadakka.com/dakkaforum/posts/list/751316.page
Small but perfectly formed! A Great Crusade Epic 6mm project: https://www.dakkadakka.com/dakkaforum/posts/list/694411.page

 
   
 
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