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The Drinking Hole - General Necromunda banter thread


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A quote from Sterling over on Ammobunker. 

 

Got to try out the new Necromunda last night at Nova. They've taken the classic rule set and modified it to support alternating activations, which I think is a positive change. Elements of 8th ed have also been incorporated. To hit values are described as say, 3+ or 4+, instead of WS 4 or WS 3. The model that charges strikes first and so on. The GW guys running the demos had only just seen the rules on the plane flight over, so their knowledge was spotty and we were some times given conflicting info from different people, so take this all with a grain of salt.

Necromunda underhive ships with new Sector Mechanicus style bases. 25mm for Escher and 32mm for Goliath. The 32mm are different designs than the existing ones.

10 gangers are included for each of the two factions. The demo models were painted so I couldn't tell exactly how many different parts each was comprised of. What was clear is that not all 10 bodies are unique. Similar to how the Blood Bowl teams included duplicate sculpts, it looks like each 10 model gang includes 2 each of 5 unique bodies. Heads were definitely separate components as were some of the wargear items like grenades.

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I'd rather we still had a BS instead of x+ but I'm weird and like checking BS on charts, I like charts. Realms of Chaos is like a naughty magazine for me with all those charts... Mmmmmmmm.

 

At least I still get to use templates, thankfully my fave game has not been completly ruined by :cuss 40k rules

Edited by Slave to Darkness
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A quote from Sterling over on Ammobunker. ... Got to try out the new Necromunda last night at Nova. ... The model that charges strikes first and so on. ...

Fare well antique second edition close combat resolution mechanics. You shall live on in my heart as one of the funnest ways to relatively quickly resolve close-up punch-ups.

 

I know people like alternating activations as a way to feel continuously engaged in the action and they are fashionable, but it does so often introduce some whacky meta-game weirdness into force construction. What it does depends on how they handle an imbalance.

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Some stuff from someone who played a demo at Nova. Taken from a FB group. 

 

 

- "The gameplay we got to experience in the demo was a quick and dirty 4 on 4 (four players with two models each). The game is fast, but VERY crunchy! Lots of special weapons that have to be carefully considered when you choose to use them. 

The models we used were the gang leader/named character models from the cards included in the game, but you can also create your own, and there are blank cards you can write on in the box, which can wipe off to make changes or add things to.

There’s a few different dice, a regular d6, with a “Skreagle” as Adam called it (a skull/eagle), scatter dice for grenades (and grenades cause knockback, which can throw people off of walkways!), injury dice (used for determining how badly you wounded a model, and also rolled when you’re attempting to stand back up after taking a flesh wound), and the ammo dice.

The ammo dice involved a really cool mechanic. Firstly, assault weapons roll to see how many wounds are caused, and weapons that are rare and run out of ammo due to your roll have a 6+ reload roll in the next turn. So if your bolter runs out of ammo, you may be out of luck. Makes your weapon choices very tactical as well."


Everything seemed geared towards tactics — you trade activations per model, so you can fake out your opponent by moving in a way that causes them to expose themselves to an attack by another model. That mechanic also makes multiplayer games way faster and more fun, since everyone is constantly taking turns.


There are also cards which give you the ability to react to an event. We saw one which allowed the Goliath gang to charge and do more damage, one called Last Gasp that gave you a last retaliatory shot against an enemy who just killed you, and one called Blood Debt that gives your gang +1 on attacks against an enemy model who killed one of your gangers.

Bottling was interesting. There’s the possibility of both teams bottling out. Downed models give bottling a negative modifier, as your gang is more likely to run away as their buddies lie dying on the floor.

Being in base to base contact with a downed model allows you to make a coup de grace and kill them.

There were a large number of modifiers, so you really had to consider exactly what advantages and disadvantages you were giving yourself based on what you did.

Adam talked about how the Studio campaign is mapping the Hive for their game. As the gangs take territory, they keep a record of the way the tiles were laid out, and then reuse those maps to fight over existing turf, which sounds very cool.

 

"Tiles that match the Zone Mortalis tiles from Forgeworld come in the box. There’s no grid based movement or shooting, that’s all in inches. The boxed set focuses on tunnel fighting in the Underhive, the first expansion is Gang War, and is releasing at the same time, goes upwards and includes more about fighting and moving through vertical space.

I asked Adam if that meant that if we were seeing an expansion that moved upwards into the higher levels of the Hive, did that mean we might see something that moved outwards, into the Ash Wastes. He gave the typical “anything is possible” kind of answer, but it seems that they’re focused on each expansion also expanding the environments you fight over."


In response to a comment about the tiles:

"Yeah, the tiles are just there to be a quick and easy play surface, with some interesting gameplay possibilities. I saw a tile with a bridge over a pit, one that was swamped with toxic green goo, etc. they were all double sided.

 

 

+++EDIT+++

 

Just seen this on the Forgeworld site. 

 

 

It’s been a long time since we last visited the underhive, and the new Necromunda has been a fantastic opportunity for the team to explore this fascinating corner of the Warhammer 40,000 universe. As well as new rules, there’s a detailed history of the Imperium’s most notorious hive world and loads of new art exploring what life is like for the “regular” citizenry of the Imperium of Man. Today, we’re taking a look at some art. We’ll be previewing all of this closer to the release, but today, here’s a glimpse at some new art of an Escher ganger:

 

Necromunda_Escher-284x500.jpg

 

 

As you can see, the new Necromunda stays true to the style of the original game – right down to the hairstyles! This particular ganger is holding a needle rifle, just one of the additional weapon options you’ll be able to arm your gang with. While the kits in Necromunda: Underhive are packed with variety, there’s even more on the way in the form of upgrade kits.

 

Edited by Slave to Darkness
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Yeah I think they dropped the teaser trailer too soon like they did with the Death Guard, just release the bloody game already!! 

 

I must admit though the thought of an Escher gang leader with a scrawny Gimpslave on a leash is rather tempting, as for actual male gangers I wonder if they wear the trademark yellow sportsbra and killer heels that every Escher seems to wear. :lol:

Edited by Slave to Darkness
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Yeah I think they dropped the teaser trailer too soon like they did with the Death Guard, just release the bloody game already!!

 

I must admit though the thought of an Escher gang leader with a scrawny Gimpslave on a leash is rather tempting, as for actual male gangers I wonder if they wear the trademark yellow sportsbra and killer heels that every Escher seems to wear. :lol:

Sadly, I don't think the eschers males are able to fight, much less in sports bra in heels, but I'd like to think there's someone who will model that.

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Yeah I think they dropped the teaser trailer too soon like they did with the Death Guard, just release the bloody game already!!

 

I must admit though the thought of an Escher gang leader with a scrawny Gimpslave on a leash is rather tempting, as for actual male gangers I wonder if they wear the trademark yellow sportsbra and killer heels that every Escher seems to wear. :laugh.:

Sadly, I don't think the eschers males are able to fight, much less in sports bra in heels, but I'd like to think there's someone who will model that.

 

giphy.gif

 

TBH I didnt think male Eschers were able to fight but if you check the last pic I posted above from WD it says Gangers are almost always Female, not sure if that means we will (eventually) see male Escher minis or not, though I would rather see Females for the other houses first (yes even Goliath women)

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  Edited by Slave to Darkness
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It may have no brakes, but someone still needs to stoke the firebox.

Too true, I expected more news from GW, since the release is next month already. They announce their stuff way too soon. They build up the hype and then let it die down until release.

That multi-story one, does it come apart anywhere to facilitate the moving of warriors through it?

No, I did my best to glue it all together pretty well. I would get a heart attack if the upper floor filled with metal minis would crash down because of a clumsy player (happens way too often). But a detachable roof on all my buildings might have been a great idea. As a compromise, I build the huge hole in the front to make it possible to actually use the interior. It works well enough:

gallery_92826_13822_117710.jpg

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Couple things that just went through my head, Catachans are going to be hard to find when this comes out combined with the release of the IG codex. They make perfect Orlocks.

 

Any word on how the campaign is going to work this time around? I loved the old Necromunda/Mordheim system where each dude gains experience on their own chart. Really hated the bland system in Shadowwar where it was auto one dude no matter what he did and that was it. Will there be territories to control which provide some sort of benefits?

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