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2022/01/13 20:21:10
Subject: New To Necromunda
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Powerful Ushbati
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Is it possible to play GSC in Necromunda? If not, I'm curious about how much fun the Palanite Enforcers are to play. Is there a basic minimum number of books I need to play?
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2022/01/13 20:29:48
Subject: New To Necromunda
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Moustache-twirling Princeps
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Yes - they're in the The Book of Ruin. Togusa wrote:Is there a basic minimum number of books I need to play?
Someone should have a Rulebook, then the "House of..." and "Book of..." books have the gang lists in. ( GW also recently released the Trading Post as a download.)
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This message was edited 2 times. Last update was at 2022/01/13 20:31:27
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2022/01/13 21:27:33
Subject: New To Necromunda
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Powerful Ushbati
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beast_gts wrote:Yes - they're in the The Book of Ruin.
Togusa wrote:Is there a basic minimum number of books I need to play?
Someone should have a Rulebook, then the "House of..." and "Book of..." books have the gang lists in.
( GW also recently released the Trading Post as a download.)
Thank you! Do you know which book the rules for AMBots are in?
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2022/01/13 21:34:17
Subject: New To Necromunda
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Moustache-twirling Princeps
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I think they're repeated in every book, as they're a Brute that any gang can take (sometimes called an "Luther pattern Excavation Automata").
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2022/01/13 22:22:41
Subject: New To Necromunda
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Powerful Ushbati
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beast_gts wrote: I think they're repeated in every book, as they're a Brute that any gang can take (sometimes called an "Luther pattern Excavation Automata").
Thanks! Appreciate the info.
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2022/01/14 15:33:37
Subject: New To Necromunda
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Longtime Dakkanaut
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There are literally thousands of pages released for Necromunda the past 4 years, spread out in 19 books and several white dwarf articles, warcom pdfs and some even in pieces of paper with Forge World minis. Several of these books are however partially or fully invalid now. If you were to buy all the rules, it would cost more than 500£!
You would save yourself a lot of trouble by simply getting a community rules compilation. Then you get everything complete, correct and better layout too.
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2022/01/14 18:38:59
Subject: Re:New To Necromunda
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Fixture of Dakka
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Apparently these rules are now outdated, but they might suffice for introductory games with Genies...
https://www.warhammer-community.com/2018/08/13/13th-aug-genestealer-cults-in-necromunda-freefw-homepage-post-3/
...also, the Ambot had rules in the solo mission...
https://www.warhammer-community.com/2020/05/19/necromunda-solo-play-scenario/
...for those taking their first steps into Necromunda this might be ideal, as you only need the rulebook, a set of dice, a box of gene-hybrids and a somewhat bulky robot miniature for the ambot.
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Casual gaming, mostly solo-coop these days.
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2022/01/14 23:28:28
Subject: Re:New To Necromunda
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Powerful Ushbati
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Thanks, I decided to go with the Enforcers. Just waiting on a copy of the Book of Judgement to ship in for me. What's the average amount of models I need to play? I'm assuming 1-2 kits + Faction Book + BRB?
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2022/01/15 10:41:12
Subject: Re:New To Necromunda
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Fixture of Dakka
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For a normal game that sounds about right. Don't forget the dice, mind.
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Casual gaming, mostly solo-coop these days.
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2022/02/10 07:14:25
Subject: New To Necromunda
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Powerful Ushbati
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Had my first game tonight.
The models are great, the terrain is awesome.
The rules....
Garbage. We spent half our 4 hour game session just trying to find answers to questions that rose up.
Does toxin bypass saves? No idea, the book doesn't say.
Should you roll high, or low on a the test to see if you rally? Again, the book just says make a roll, it doesn't say which is the target.
The Actions Page isn't on the reference sheet and they're not in alphabetical order.
Just a god awful mess.
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2022/02/19 18:59:31
Subject: New To Necromunda
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Longtime Dakkanaut
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Baxx wrote:There are literally thousands of pages released for Necromunda the past 4 years, spread out in 19 books and several white dwarf articles, warcom pdfs and some even in pieces of paper with Forge World minis. Several of these books are however partially or fully invalid now. If you were to buy all the rules, it would cost more than 500£!
You would save yourself a lot of trouble by simply getting a community rules compilation. Then you get everything complete, correct and better layout too.
Where is a good community rules compilation?
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2022/02/19 21:26:31
Subject: New To Necromunda
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Leader of the Sept
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I would imagine Yaktribe has the definitive version.
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Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!
Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 |
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2022/02/22 07:59:58
Subject: New To Necromunda
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Powerful Ushbati
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Yaktribe has the rules but make sure you choose the correct game as they have rules for Underhive Wars (new) and Necromunda (Classic).
So we've played a few games now. The models are great, the terrain is great but both the Official rules and the Community rules are just awful. We haven't had a 1000 credit game go faster than three hours. Constant rules confusion. We've had to go to google many times to look up questions because we parse both books we have (Dark Uprising and the Rule Book from the box before that) cover to cover and we see nothing that helps.
Our last game was the final straw for me.
I got hit with some Web gun off my friends Delaque and lost three of my five man gang in one fell swoop. Just awfully op as hell. I'd even taken Hardened Flak to help mitigate templates, but it appears (maybe, maybe not) that it doesn't even work on a web weapon.
It's really unfortunate but I think I'm going to have to bow back out of this one (thankfully my investment is still 0$).
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2022/02/22 08:49:26
Subject: New To Necromunda
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Waaagh! Ork Warboss
Italy
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Honestly I never had issues with the rules. Toxin for example DOESN'T bypass saves (and in fact some toxin weapons do have AP), they just resolve the to wound and damage phases in a different way. Gas ignores armour.
Yes the game is super easy to break, much easier than 40k. It is not meant to be played competitively though, nor it shines in single random pick up games.
It's basically a campaign based game that should be played with a very friendly mentality in mind. That's it.
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2022/02/23 07:53:48
Subject: New To Necromunda
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Powerful Ushbati
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Blackie wrote:Honestly I never had issues with the rules. Toxin for example DOESN'T bypass saves (and in fact some toxin weapons do have AP), they just resolve the to wound and damage phases in a different way. Gas ignores armour.
Yes the game is super easy to break, much easier than 40k. It is not meant to be played competitively though, nor it shines in single random pick up games.
It's basically a campaign based game that should be played with a very friendly mentality in mind. That's it.
So the Toxin blades on my friend's Delaq model says make no save or wound roll. So which is actually correct? We can't even find the Toxin rule in the books.
I get that the game isn't meant to be a competition, I agree. But that seems to be how it's played. I lost 3/4 of my entire gang in one turn of shooting thanks to those webb guns. Seems like adding a Toughness roll to break free is much better than forcing you to roll the rarest side on a d6.
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2022/02/23 08:21:00
Subject: New To Necromunda
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Ancient Venerable Dreadnought
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Why on Necromunda would you take that many webbers? Other than to cheese.
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2022/02/23 11:12:33
Subject: New To Necromunda
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Rampaging Reaver Titan Princeps
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Togusa wrote: So the Toxin blades on my friend's Delaq model says make no save or wound roll. So which is actually correct? We can't even find the Toxin rule in the books. I get that the game isn't meant to be a competition, I agree. But that seems to be how it's played. I lost 3/4 of my entire gang in one turn of shooting thanks to those webb guns. Seems like adding a Toughness roll to break free is much better than forcing you to roll the rarest side on a d6. I assume you're talking about the Stilleto Knife? The Toxin trait is in the weapon traits at the back of the House of Shadows book (and every House Of... book). It says you you don't roll to wound as you would normally but uses a different method. However, it says nothing about ignoring saves, so no idea where you got that from? Web guns are strong. However, you're only ever likely to lose fighters via capture and even then, only one and you won't suffer long term injuries. How many has your friend bought? You may want to look into investing in some web solvent from the trading post... Also, 5 man gang is too small and it's very easy to get wiped or bottle after a casualty or 2
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This message was edited 3 times. Last update was at 2022/02/23 11:23:54
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2022/03/11 10:52:51
Subject: Re:New To Necromunda
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Joined the Military for Authentic Experience
On an Express Elevator to Hell!!
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Necromunda is an extremely frustrating game for me (following the re-launch) because on the one hand you have what, I think, is probably one of the best gaming experiences GW has ever created. A properly run campaign, played by individuals who are really into, has to be one of the most fun wargaming experiences possible. But, and this is the frustrating part, the game itself is hidden behind a wall of almost impenetrable gak. And unfortunately, the new release of the game has so many expansions and rules scattered all over the place that it makes it very unapproachable and daunting to the newcomer.
Almost every comment you read on Yaktribe on the topic, even from hard-bitten veterans of the game of twenty years, is do not try and play with everything and all expansions all at once. It's almost like you are accepting gifts from Chaos: an extra claw or long legs might be cool, but if you try and accept everything at once you'll just get turned into a mewling chaos spawn and unable to do anything, just flapping about on the floor in a pile of tentacles.
If you have got the starter set I would literally just try and run the 2D battle mats and basic Goliaths vs. Escher that you get in the box. Keep special weapons and stuff to a minimum and just try and get used to the mechanics.
After that if you want to try a full campaign again I would go back to Yaktribe and see some examples of what other people are doing. There are some quite good recommendations for campaign systems (this one from a user called alexflagg is excellent, and he has some really useful summary sheets + community amendments to some of the stupid OP rules). If you scroll about halfway down this page
https://yaktribe.games/community/threads/the-arbitrator-a-discussion-with-poll.9821/page-3#post-220699
The toxin rule is probably the most queried/confusing rule ever written by GW, and that is saying something, it is still getting people scratching their heads 4 years on from release
It really is worth the effort though so I would definitely recommend you persist if you can.
I think you should be aiming to play games in 1hr or 1hr 30, minus the book keeping, which is a lot faster than a lot of other games.
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