Switch Theme:

Should i start munda?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Deadly Dark Eldar Warrior





(sorry for any spellign errors in advance!) I am currently thinking about starting Necromunda i just have some questions before i start spending my money on it!

1) I was looking for things online such as models etc. and i noticed that there were different houses/gangs do i have to be from one of those or can it be relativley mix and match such as i take a ganster from 1 house and use it in my gang such as using a goliath member and putting him in my game?

2) It is more enjoyable with more people becuase in 40k it gets bad with 3+ people does Necromunda fit in with more then 2 people?

3)Is it more fast paced then 40k, I love 40k just hate how slow it can be sometimes.

4) How complicated was it for you to learn it, i learned 40k easily minor blips here and there but i was at a playablestandard wit the rules in about 1 week of gamign and learning the ropes.

5) I'm also hoping and double checking there are no "power lists/gangs" that win in almost every scenario or is it more tactical?

6) how forgiving is the gameplay, suchs as 40k can be VERY forgiving if 1 person dies or such i know this is very small scale but are small mistakes usually meaning you fail and lose or what?

Thank you for reading and if you post awesome! I really wana know!

Don't due boredome its a mass murderer!
1500 points, Astral serpents
starting now! Kabbal of Shattered Sorrows, with wyches from the cult of the bloodied shadow, Hamonculi from the Coven of the Third pain, and Hellions from the Arterial haunters. 
   
Made in gb
Mighty Chosen Warrior of Chaos





Nottingham

Hi there. This http://www.easternfringe.com/forum/index.php forum has a lot of info.

1) You pick a house and build a gang from there, There are other companies that do Necro style figs... Hasslefree, Heresy, pig iron and a few more if you look around.

2) Generally two play, but there are multiplayer scenarios out there, it's very much a system where the more gangs there are competing the better the game play.

3) Starting gangs have around ten or so members, so play can be really fast once you get the hang of the extra detail in the game. Don't be put off by the seemingly loads of extra stuff to keep track of. It does flow very easily, some counters can help a lot.

4) As above, play a few games slow time and it will get easy very quickly.

5) Not really, Van Saar can get quite good if lucky with the dice...Spirers are not an easy starter gang.

6) You can get away with a lot, even if the ganger dies in the game, he may get away with it scott free with some luck in the post game sequence.

Look at other posts, and have a look through threads of people suggesting miniatures. I do like the heresy 'delaque' minis personally. There are also a lot of blogs to look at too, have a look at 'jeriko reach' (blatant plug) and you will get an idea of how far you can take the game. There are also a lot of links from there too.

Enjoy

Innocence Proves Nothing
Old Skool RT blog http://talesfromthemaelstrom.blogspot.com/
 
   
Made in us
Deadly Dark Eldar Warrior





I got the rulebook and i love it but where is the on fire rules i can't seem to find them in the flamer section even though i have read it 1 or 2 times also i like the goliath and van der weapon chocies but not the van der look may i choose 1 house and just use a different look more stylised to me I am assuming yes just wana double check!

Don't due boredome its a mass murderer!
1500 points, Astral serpents
starting now! Kabbal of Shattered Sorrows, with wyches from the cult of the bloodied shadow, Hamonculi from the Coven of the Third pain, and Hellions from the Arterial haunters. 
   
Made in au
Anti-Armour Swiss Guard






Newcastle, OZ

I think they removed the "on fire" rules post "underhive" (the 'updated' set).

I ran some clubmates through the game yesterday and they enjoyed it. Shame that some of the older plastic models have weapons they can't actually have (Goliaths with lasguns?).

I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.

That is not dead which can eternal lie ...

... and yet, with strange aeons, even death may die.
 
   
Made in us
Deadly Dark Eldar Warrior





Well thank you very much! So where should I find the 'on fire' rules? I also made a gang!

Gang name=Iron district

List 1
House Van Saar

Gang Leader 160
Chainsword 25
Laspistol 15

Heavy 195
Heavy stubber 120
Laspistol 15

Ganger 90x6=540
Shotgun+Manstopper rounds 25
Laspistol 15

Juves 45x2=90
Club 10
Stubgun 10

Total cost=985 credits

Stash=15 credits
10 gang members

List 1 is the list I prefer due to its high amount of gang members and the number of shotties for anything I like shotguns and please comment on it BTW i am starting modelling my gang off of a catachan squad and greenstuff bandanas and mohawks! i will start posting picks as soon as I can!

List 2
House Van Saar

Gang Leader 230
Meltagun 95
Laspistol 15

Heavy 190
Heavy stubber 120
Stubgun 10

Ganger 90x5=450
Shotgun+Manstopper rounds 25
Laspistol 15

Juves 50x2=100
Club 10
Laspistol 15


Total cost=970credits

Stash=30 credits
10 gang members

This list IMO has more on the firepower side with the leader meltagun combo, but the juves IMO are expensive and hopefully pay there price with weaponry. I dislike this list as most of my eggs are with the leader being 230 points on his own and not very mobile if charged I wanr a opnion on a goodlist before i start modelling it so all input is welcome!


This message was edited 3 times. Last update was at 2009/10/15 02:46:47


Don't due boredome its a mass murderer!
1500 points, Astral serpents
starting now! Kabbal of Shattered Sorrows, with wyches from the cult of the bloodied shadow, Hamonculi from the Coven of the Third pain, and Hellions from the Arterial haunters. 
   
Made in us
Alessio Cavatore




I was reading over the above posts and thought to myself... You might want to consider GorkaMorka over Necromunda. I have played both games extensively, and the reasons I suggest GorkaMorka are a few.

1. Judging by your posts, it looks like you are trying to break into this game by yourself, and convince your friends to come along for the ride... Necromunda and GorkaMorka both take a committed group of about four buddies to make it good for the long haul. The best part about both games is seeing your gang develope over time, and really feeling like your group is special.

2. With GorkaMorka, you can mix and match between the gangs (called mobs in GorkaMorka) more - because most mobs are orks - all the models in one mob could be switch out to another gang - in other words, you could begin to play the gmae by buying one or two boxes of ork boyz and 1 or 2 trukks for each friend from the current line of Games Workshop models. The necromunda models are a little older looking in their poses - the current orks from GW are more dynamic and easy to personalize. With that said, a gang in Necromunda has a little bit more personality - mobs in GorkaMorka all feel very similar - but if you are only going to play the game 6 times or less in a year - it doesn't matter much. Also, if your are taking it upon yourself to build gangs for friends that come over to play - at least with GorkaMorka, you could paint up 3 orks and 1 trukk for each friend, then you could play Da Rumble mission and you could have 2 to 6 players all in the same game (it would be a ton of fun and a great way to convince your friends that this is a really cool game that they want to drop a few dollars on to play). In necromunda, each player would need a full gang to play in a multi-player brawl, but GorkaMorka uses the smaller group so that the multi-player goes really quick and there is less down time.

3. The BIG hidden cost to playing Necromunda is the terrain... It may not cost you serious amounts of money to put together the terrain - construction site watse, discarded packaging materials, and a few sheets of plasticard can make some awesome terrain - but it will take A LOT of time to make the terrain. the thing about Necromunda games is that they are better with more terrain on the table - The game actually sucks if you play with just the stuff that can in the original box, or a few towers that you whip together. It becomes a heavy weapons (beat them at long range) sit and wait for your shot game - the guy who buys the Lasgun or Heavy bolter will come out on top 9 out of 10 times. but tieh GorkaMorka, the big guns don't have as much power in the game. GorkaMorka is really about getting your trukk in the right place, having all your models unleash at the same time, then "PREPARE FOR BOARDING!" it is more like pirates on the open seas, only greenskins in the desert. With GorkaMorka, the game could be played with a lot less terrain - a few rocky spires, and maybe a plasticard ork fortress.

both games are pretty fast paced - they get faster as you become more famililar with the rules. - GorkaMorka does have more charts to look up.

The rules for gorkamorka are on the games workshop website for free as well.

SO, IN SUMMARY: No matter which one you decide to play, you'll have fun... GorkaMorka has a little less up front cost with the interchangabilty of the models from gang to gang, and a lot less terrain to invest in. But Necromunda has a lot more variety in the game, but without the terrain - it becomes a long range shoot out.
   
Made in us
Deadly Dark Eldar Warrior





Thank bag bro 2! My friend builds a new fortress with his kinnex every weekedn he does something new, he once built something 10,000 points could play on and still have room, almost 5 feet tall! BEST.GAME.EVER! so terrain isnt a problem and i have 2 kids that will play and 1 coming in hopfully he is on the fence but said he proabably pop in with eldar! and i need C&C on the gang above or just commentary and ideas for names!

Don't due boredome its a mass murderer!
1500 points, Astral serpents
starting now! Kabbal of Shattered Sorrows, with wyches from the cult of the bloodied shadow, Hamonculi from the Coven of the Third pain, and Hellions from the Arterial haunters. 
   
Made in us
Alessio Cavatore




@cRaZy_MaChEtE_mAn

I must say, you have picked out the best gun in the game - the shotgun (some may argue that the bolter is better because of its 12" short range). The flexibility of the different shotgun ammos lets you have a lot of choices as well. Here is my concern for your gang (it is only a concern if you are playing campaign games - if this gang is for one off games - it is a great set up). In campaigns, your guys develop - some guys will get skills that favor close combat - some time you will pick up a scope that works great from a distance - some guys will get an injury that prevents them from doing certain stuff. - Having all of those shotguns makes for a great starting gang, but leaves you little flexibility on the tabletop - with all your gangers equipped in the same fashion, you won't be able to take that sweet shot at 24" that just happens to pop up. Running gangers in groups of 2 or 3 seems to work well in the game - arming them all slightly differently does have its advantages.

The heavy stubber is a great choice for a first heavy weapon - although it is the lowest strength heavy weapon, it gets the job done for the most part - as enemy gangs progress (more wounds and toughness) you may wish you picked up a heavy bolter (but you would have to choose a different gang type - Cawdor, Orlock or Goliath to have both heavy stubbers and heavy bolters ).

So, I guess what I am saying is that putting a gang together is not only about having a plan to spend your starting 1000 credits, but a road map set out of how you would like the gang to develop - and what weapons you might want to have around when you all the sudden have a juve with a combat skill, a WS increase, a T increase, and horrible scars. So, what is your road map for your gang as it develops?

Don't be afraid to mix it up a little - a good opponent will hit you from 24" away, and sneak a few guys up for close combat - be ready!




Automatically Appended Next Post:
Thought of one more thing... This is from the article House Gangs for Hire - A tactics article written by Anthony Case

"Juves only have a BS of 2, meaning that even the slightest negative modifier will leave them making an ammo roll in the event of a hit. It's for this reason that auto pistols make the best Juve weapons, lending them a hand +2 at short and (more importantly) no penalty at long. To be fair to the trusty Laspistol, its better ammo roll may come in handy, but I find that it's best when Juves keep their distance, which often means they are more than 8” away from the enemy.
I'm going to go out on a limb here and say that you shouldn't give Stubguns to your Juves if it's their only ranged weapon. Stubguns might be cheap, but they only cost ten credits for a reason. They have no other redeeming features and suffer a -1 at long range. Ok, you can give them dum-dums, but this brings the cost up to that of the Las and Auto. Given Juves' fetish for making ammo rolls, it's only a matter of time before the dum-dums come back to haunt you".

Another thing to consider is that VanSar Juves are one of only two gangs that have access to Bolt Pistols (strength 4). They are a good weapon. but the ammo save demands that you have a club as a trusty back up weapon.

This message was edited 3 times. Last update was at 2009/10/17 00:10:06


 
   
Made in us
Deadly Dark Eldar Warrior





I actually did a proxy fight with this gang! He was Delaque and he was experienced. I beat him pretty well, Juves charged and did relativley well downing 3 gangers. I was Iffy on using shotguns but i put out 7 guys with them and forced him to reposition and eventually won the game, I plan on getting lasguns for most people and having a HUGE amount of shotgun shots each turn. The groups actually made him rethink him wanting to infiltrate and hopefully duet he same my friends!

Don't due boredome its a mass murderer!
1500 points, Astral serpents
starting now! Kabbal of Shattered Sorrows, with wyches from the cult of the bloodied shadow, Hamonculi from the Coven of the Third pain, and Hellions from the Arterial haunters. 
   
Made in us
Regular Dakkanaut





I might suggest another alternative as it involves some of the 40k Races and is a cross between Necromunda, Gorka Morka and etc.

It is called Death Squads. Currently there is Imperial Guard, Orks, Chaos Renegades, Eldar. Kroot are almost finsihed and Tau is being worked on.

Dark Eldar and SM Scouts will probably be next and a Grot squad is ready to be tested.

Check out our forum below.

Registration is required.

http://www.deathsquadsgame.com/forum.htm

This message was edited 1 time. Last update was at 2009/10/17 20:36:42


http://www.deathsquadsgame.com/
A fan-based small-scale skirmish game designed to enhance the gaming experience of the never ending wars of the futuristic 41st Millennium



 
   
 
Forum Index » Other 40K/30K Universe Games
Go to: