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Post by RedsandRoyals on Nov 29, 2017 23:15:42 GMT -5
This is meant to be a general thread for Necromunda discussion, should anyone wish to have it. I know a few of you already are working on your gangs. Feel free to post thoughts, pictures, gang lists, or any questions related to the game! A Recap- The base came comes with Eschers and Goliaths, the core rules, terrain tiles, and a host of other goodies. It's currently the only way to get the core rules. - The Gang War supplement has rules for campaigns, fighting on 3D terrain (i.e. normal 40k terrain), and other various add-ins. It's not critical to play the actual game, but you'll need it for an experience closer to "classic" Necromunda. - Escher and Goliath gang boxes are sold separately from the main game. Each box comes with two identical sprues that build five gangers each. Eschers are on 25mm bases, Goliaths are on 35mm, should anyone be curious. - Orlocks have been announced for early(ish) 2018, and will have their own supplement. New minis for Van Saar, Delauqe and Cawdor can be expected, and the necromunda website has free rules for the legacy gangs for now. There's also been mention of Genestealer cults, chaos cultists, etc. - Forgeworld has announced a line of character models to serve as mercenaries. One is out now, and at least a few others are planned. If there's enough activity in this thread, I'll keep this post updated with info about future.
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Post by RedsandRoyals on Nov 29, 2017 23:19:15 GMT -5
Right now I've got an Escher gang with 14 members (I went gals over gadgets), and a 10 man Goliath gang that I've probably put a bit too much kit on so I don't have to go out and buy another box (I was kind of underwhelmed by the variety on the Goliath sprue). The hard part is going to be naming all of them. What are your gangs shaping up like?
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Post by Machine Gun Kelly on Nov 30, 2017 0:44:57 GMT -5
Don't forget FW stuff. Right now they have a Beastman bounty hunter on pre-order. There are talks about general hive scum coming. I'm not going to choose a gang right now but rather use them for rpg and skirmish warfare. If I collect enough of them they might be used as conscripts (militia) in ordinary 40k.
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Post by nutty on Nov 30, 2017 7:04:31 GMT -5
How are the rules compared to NCE? Is it a similar difference between 7th and 8th?
I've always been a fan of outlanders/wastelanders but I'm afraid it'll be a while before they add those in.
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Post by RedsandRoyals on Nov 30, 2017 11:02:39 GMT -5
Added the FW info, a link to the game website, and the fact that there's rules for the legacy gangs of the other houses.
Having not played the original necromunda, I'm not sure how closely it compares to the old game. After skimming the rules, it reminds me most of the old Dark Heresy RPG (which makes sense since DH drew on Necromunda and Inquisitor for a lot of content) with a dash of 5th Edition. Declaring shots before measuring distances are a thing, and an additional close combat weapon gives you an extra attack like in pre-8th days. Given how cheap pistols are, they're so worth it.
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Post by Machine Gun Kelly on Nov 30, 2017 13:23:57 GMT -5
And now, lets just change the thread name to Necromunda! rather than Necormunda!, and we are all set to go.
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Post by emptyhat on Nov 30, 2017 14:09:14 GMT -5
Re-decormunda!
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Post by RedsandRoyals on Nov 30, 2017 15:43:39 GMT -5
And now, lets just change the thread name to Necromunda! rather than Necormunda!, and we are all set to go. Hush you Just swung by my FLGS during my lunch break and got Gang War.
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Post by emptyhat on Nov 30, 2017 16:36:39 GMT -5
About how many extra options does it add for each gang? Also, does it have a bolter, bolt pistol, or a chainsword as an option for either. Speaking of which does anyone else think that the combi-needle pistol bolter is extremely impractical? Both side have to reload on a 6+, being combi apparently means you have to roll twice and ditch the best result(?) so it is a 1/36 chance to reload. To make matters worse the needle ammunition is scarce so you only get one chance to reload it (?); and the needle and bolter profiles are fairly similar so it seems that you'd be better off with just a bolter that reloaded on a 6+. I've only skimmed the rules though so maybe I'm mistaken, hence all the (?) is that actually how it works bits. Are there any big upsides to the combi?
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Post by RedsandRoyals on Nov 30, 2017 18:58:33 GMT -5
I've not seen any reason to take it. I'm focusing on lasgun spam for my Eschers, with some shotguns, plasma pistols, and autoguns mixed in.
Edit: Gang War Infodump!
Weapons and Kit
The only additional weapons and kit are in the context of a trading post added to campaigns. There's not a huge variety of weapons(mostly stuff that's already listed within one of the two house armories), but it does allow you to use weapons from outside your own armories if you pay the premium. There are multiple weapon atachments, some special ammunition, some additional kit, and one new type of armor (mesh).
Skills A number of skills are added, under several different categories (Agility, Brawn, Combat, Cunning, Ferocity, Leadership, Shooting, Savant). Each gang (and ganger type, more on that below) either treats the categories as secondary, primary, or "-". Primary is easier to get through spending experience than secondary, and "-" is the hardest and most expensive to get.
New Ganger types
Juves and specialists have been added. Juves are new gangers with poor kit and stats, but follow the same XP advancement as specialists, champions, and leaders. Specialists are gangers who have been promoted beyond "mook" status.
XP advancement
All types but gangers follow an "advanced" advancement table, with more options, access to skills, stat boosts (up to a point), or promotions. Gangers are considered background characters (the book's words, actually) have a simplified, random table of advancement they can only escape by rolling snake eyes or boxcars to become a specialist.
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Post by emptyhat on Nov 30, 2017 19:37:06 GMT -5
I like the idea of spamming autoguns/pistols for an evil hail of rapid fire. But you get... one autogun and one autopistol per sprue Having a nice variety of las would be a big win if I wanted to field them as guard, but as it is I have plenty of lasgun parts I could kitbash over and pretty much no autoguns because the only other GW kit that has them is Cultists (I think) and they are sanp together heresey.
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Post by Machine Gun Kelly on Dec 1, 2017 1:22:10 GMT -5
New Ganger typesJuves and specialists have been added. Juves are new gangers with poor kit and stats, but follow the same XP advancement as specialists, champions, and leaders. Specialists are gangers who have been promoted beyond "mook" status. I thought this would have been in the base game as "juves" always have been an iconic part of GW skirmish games. XP advancement All types but gangers follow an "advanced" advancement table, with more options, access to skills, stat boosts (up to a point), or promotions. Gangers are considered background characters (the book's words, actually) have a simplified, random table of advancement they can only escape by rolling snake eyes or boxcars to become a specialist. Mordheim wannabees..... Jokes aside, I like these kind of rules in skirmish campaign. Especially if it means you can make gangs with many low ranking gangers that will have to earn their stripes in combat before progressing to become characters you have to care about.
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Post by emptyhat on Dec 1, 2017 1:49:32 GMT -5
Box game Necromunda and rules does seem really set up for people who haven't played it before to get into it. Which is nice. Thought it is hilariously at odds with the fine, multi-part minis that some with it rather than the easy builds that 40k is currently full of.
Finished assembling my box Eschers now. So those plus the old metal ones and a couple of models from elsewhere gives me 21 Eschers. Heh, I bet after playing a few games I'm going to want another box of ten from the current box to build up some more weapon combos and then they'll inevitably release a juvie box and a champions box down the line (I hope). Gonna end up with so many Eschers.
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Post by Machine Gun Kelly on Dec 1, 2017 3:08:26 GMT -5
- Orlocks have been announced for early(ish) 2018, and will have their own supplement. New minis for Van Saar, Delauqe and Cawdor can be expected, and the necromunda website has free rules for the legacy gangs for now. There's also been mention of Genestealer cults, chaos cultists, etc. On a pure speculative note. All these rumours would indicate that Arbites could be in the pipeline as well.
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Post by nutty on Dec 1, 2017 3:57:02 GMT -5
Now that'd be something: A couple of arbites and a cyber-mastiff... we can dream. Edit: the NCE (Necromunda Community Edition) is available for free from around the interweb. Yaktribe has a pretty extensive library of Necromunda rules and PDF's.
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Post by RedsandRoyals on Dec 1, 2017 13:59:55 GMT -5
I ran a quick game against myself using simple rules (aside from blast and template markers, which I used). Here are my thoughts....
- Bloody! The game ended on turn 4 with the Goliaths wiped out and the Eschers losing half their gang. With gangers only having one wound and with armor being a bit crap, a hit is likely to kill a model if you're playing Eschers. Goliaths' T helps them out, but if you get hit by something other than a St 3 weapon, you're probably in trouble too.
- Quick! It probably took me half an hour at most including setup.
- Fill out those ganger cards! The biggest delay I had was looking up stats for weapons, as well as special rules. I probably forgot some basic stuff because I was wrapped up in trying to dig out this stat or that rule.
- Playing with the tiles versus normal terrain MASSIVELY changes the game, as does the tile setup. With regular 3D terrain, you have a more organic environment where you can get easier line of site, and range will be a greater factor. Playing on a single "level" with LOS-blocking walls everywhere means your furnace plate and ability to get close are crucial advantages for Goliaths, and Eschers need to be very mobile, and set up traps where they can have two gangers fire on intersections, especially since lasguns only wound Goliaths on 5.
- Champions and leaders are SO worth tooling up. With their better BS, additional wound to keep them in the fight longer, and access to wargear that can pound regular fighters into the dust. Of 9 models killed in my skirmish, the Escher champion with two plasma pistols killed three.
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Post by Machine Gun Kelly on Dec 1, 2017 17:07:22 GMT -5
Sounds interesting. How do the game handle flamers and grenades, are the templates back? Is the game easy enough for a 11 year old who are very good at English?
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Post by RedsandRoyals on Dec 1, 2017 21:49:24 GMT -5
Flamers use the template- It's not as brutal as you'd think, because of the LOS blocking walls. You can dominate a hallway but the vision arcs and walls make it hard to dominate the full map despite the small board and large template. Grenades roll to hit. If you hit, drop the template on the target. If you miss, roll the scatter die and a d6 to figure out where it ends. Both of these are part of advanced rules, by the way. Also note that chem-flamers don't work like normal flamers. Since they're gas weapons, you have to roll a d6 and meet or beat the target's toughness to wound (with no save for that wound possible if you pass). With respirators adding +2 to the targets T for this test, Goliaths having T4 to start, and all models potentially increasing their T in a campaign, Gas weapons don't seem... great.
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Post by emptyhat on Dec 2, 2017 5:09:57 GMT -5
The Escher poison upgrade drops toughness by 1. Essential vs gas mask Goliaths, mean against any T3 gas mask models and evil against those without. I predict gas will handle better once all 6 gangs are out. Edited in: Some wip pictures of a test model. I probably won't do the rest of the first gang in this scheme, but if I'm building one later I might do a Raspberry Beret gang.
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Post by emptyhat on Dec 10, 2017 15:20:03 GMT -5
Today I'm building some Goliaths and coming up with some ganger names.
For the Goliaths: Daveden Dog Breaker Bi Cepgrande Flexking Oiled Snake Furnace Feeder Max Lifta Swole Grox Face Stretcher Nelson
For the Eschers: Cynthetica Corona Hesti Jazzabelle Viellen Poly Anna Loe Crazy Nenrietta Miss G Saxaphonica Bandwitch Ore Kid Fluxette Sass Pond Pudding
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Post by nutty on Dec 10, 2017 16:32:51 GMT -5
test model looks neat; very bright for such a grim setting but that could be some nice contrast.
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Post by emptyhat on Dec 10, 2017 18:27:40 GMT -5
The colour is quite vibrant, and it is really picking up light from the flash. This picture was taken at the same time with no flash.
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Post by nutty on Dec 11, 2017 6:47:04 GMT -5
That's quite the difference.
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Post by treadiculous on Dec 11, 2017 16:17:47 GMT -5
loving those escher names!
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Post by emptyhat on Dec 11, 2017 18:50:18 GMT -5
Goliath Gang 1 | The Flex |
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| Leader | Daveden | Power hammer, Stimm-slug Stash, Grenade Launcher, Rally
| 350 | Champion | Dog Breaker | Krumper Rivet Cannon, Brute Cleaver, Respirator, Bulging Biceps
| 235 | Champion
| Bi Cepgrande | Powerhammer, Respirator, Stimm-Slug Stash, True Grit
| 215 | Ganger | Flexking | Combat Shotgun, Brute Cleaver
| 105 | Ganger | Oiled Snake | Stub Cannon, Fighting Knife, Krak Grenades
| 105 | Ganger | Furnace Feeder | Stub Gun, Fighting Knife
| 70 | Ganger | Max Lifta | Grenade Launcher
| 200 | Ganger | Swole Grox | Spud-jacker, Combat Shotgun, Respirator, Frag Grenades
| 120 |
Work in progress, waiting for the putty to dry before adding some more.
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