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22 minutes ago, Marshal Reinhard said:

How many units of NecroSquats does this make now?

Standard Infantry

Walker

"Tank" (We can call their weird ISS on Treads thing a tank, right?)

Terminators

Bikes

A number of Characters, both Ironhead Specific and avaliable to other gangs.

And they're hinting and even more stuff next week.

3 hours ago, firestorm40k said:

I do not need another hobby project, I do not need another hobby project, I do not need another hobby project, 

do not need another hobby project... 

 

...dang it..! :sweat::biggrin::laugh:

You don’t need it. It needs you!

29 minutes ago, ZeroWolf said:

I wonder if this is evidence of the inter-studio rivalry we keep hearing about, with someone working diligently to refresh RT era Squats rather than main studio Votann. Or am I just over thinking things?

If it’s rivalry, it’s pretty benign. Necromunda and the Horus Heresy teams (maybe Old World too) clearly have a remit to mine a rich vein of nostalgia, including Rogue Trader - we see this in all kinds of ways - whist the 40k designers (maybe like AoS) seem to have a remit to break new ground and expand the visual identity. It’s not a hard and fast rule though, plenty of examples  on the other side of the fence for both.

4 hours ago, Marshal Reinhard said:

How many units of NecroSquats does this make now?

Ironhead Prospectors:

- Gang box (Prospectors)

- Ash Wastes unique vehicle (Skalvian Explorator)

- Unique Brute (Vartijan Exo-driller)

- Generic Champion (Mining Laser)

- Named character/Dramatis Personae x2 (Ursin Grimjarl and Orrin Grimjarl)

- Hanger-on & Exotic Beast (Claim Jumper & Techmite Autoveyer)

Plus non-Prospectors:

- Ammo-jack (Ragnir Gunnstein)

- Bounty Hunter (Grendl Grendlsen)

 

A fairly complete list all round, and the absolutely beautiful trikes (they will be mine, oh yes) give them a lighter vehicle option for Ash Wastes.  I think the Squats are the first to get 2 vehicles for Ash Wastes (unlike the poor Delaque, who currently have none)!

15 minutes ago, Timberley said:

Ironhead Prospectors:

- Gang box (Prospectors)

- Ash Wastes unique vehicle (Skalvian Explorator)

- Unique Brute (Vartijan Exo-driller)

- Generic Champion (Mining Laser)

- Named character/Dramatis Personae x2 (Ursin Grimjarl and Orrin Grimjarl)

- Hanger-on & Exotic Beast (Claim Jumper & Techmite Autoveyer)

Plus non-Prospectors:

- Ammo-jack (Ragnir Gunnstein)

- Bounty Hunter (Grendl Grendlsen)

 

A fairly complete list all round, and the absolutely beautiful trikes (they will be mine, oh yes) give them a lighter vehicle option for Ash Wastes.  I think the Squats are the first to get 2 vehicles for Ash Wastes (unlike the poor Delaque, who currently have none)!

you seem to play Necromunda? how does it play?

12 minutes ago, INKS said:

you seem to play Necromunda? how does it play?

I do, and it's a completely different experience to either big 40k or Kill Team. It's a lot more fun than either, in my opinion, but it depends on your group. 

 

The rules are not balanced like the competitive games, and it is entirely possible to make a gang list that breaks the game from the get-go. If you do so, you don't "get" Necromunda. It's designed to be played as a narrative campaign (more D&D than tabletop wargame), where all sides meet up and have fun, rather than WAAC, under the watchful eye of an Arbitrator (aka DM), but the Arbitrator isn't completely necessary.  There's certain 'best in slot' options for each gang and for dealing with each gang, but you need to win games to be able to afford them and keep the fighters alive to use them! 

 

The model counts are much smaller, and the turn consists of alternate activations of models between the sides. Your fighters can be injured and have to sit out the next game, gain XP and skills, and so on. There's such rules as rolling on Initiative to not fall off a walkway if you get shot. It's also possible to lose a game by "bottling" it and running away.  If you get seriously injured, then there's a table that you roll D66 on to tell you what happened. Weapons can run out of ammo, vehicles can more easily explode, and a 5+ save is a great thing! You do get attached to your fighters after they've been through several games, such that losing one to a fall, an exploding plasma gun or just being massacred by the enemy feels bad. 

 

The rulebook has been the same since 2017, but it's had a few expansions (Ash Wastes and Secundus) that've introduced new mechanics and stuff. The current hardback (released in 2023) has the Ash Wastes (vehicles) rules and the main rules for the game.

 

To get started, you need a gang box, the corresponding 'House of X' or 'Book of Y' book (e.g. Van Saar is House of Artifice, Squats are Book of the Outlands), and a copy of the rules (either you get it or someone in the group has it - it's one hefty tome). 

 

There can be a lot of to-and-fro in a game, and what seem like sure victories can become defeats, and vica versa. Ultimately it leads to lots of stories, your individual fighters making reps/names for themselves, and plenty of visits to the doc to get them patched up! 

 

If you want to see an edited version of a game, I'd suggest looking at Miniature Game Montage on YouTube as he does some great videos that show you game progression and some of the unique scenarios you can find in the book or via WarCom. 

 

One thing to note is that whilst it can be great to have all of the Necromunda books, as there's different guilds and stuff you can petition for aid in each, you can find it online as there's a site similar to Waha, as getting all of the books is an eye-watering cost! 

 

The other costly thing about Necromunda (unless you have a 3D printer) is terrain. Unlike your average 40K board, Necromunda is designed to be played with high scenery density such as doors that both block LoS and take an action to open, and walls that you cannot scale or walk through. Combine that with most Underhive/Secundus (and some Ash Wastes) boards being multi-level, and you could spend a lot on it. It's better to know someone who does have lots of terrain or can print it for you. 

 

Tl;Dr - it's a very fun game that's narratively-focussed and doesn't require as much outlay as 40k for beginners. The rules are dense, but model counts are low, and it's great for those that enjoy something different to the big game. 

1 hour ago, Timberley said:

I do, and it's a completely different experience to either big 40k or Kill Team. It's a lot more fun than either, in my opinion, but it depends on your group. 

 

Starting back in the brief 'Shadow War: Armageddon' era, I kept hoping for an edition of Kill Team that hove closer to Necromunda than "40k Pocket Edition".

 

Regarding the trike: *chef's kiss*

I thought I could get away with letting my Ironhead team languish for a bit, but apparently the Old Four have other plans...

Necromunda Squats consistently knocking it out of the park with designs that keep getting better!

 

I wonder how many people will convert the Pioneer hover bikes to wheeled using these kits, or dare i say it, use the front wheel to try and make the Space Marine ATV a trike?

10 hours ago, Cyrox said:

… or dare i say it, use the front wheel to try and make the Space Marine ATV a trike?

Sounds like half measures. Just swap the rider out for a space marine and make sure there are enough guns. Feel free to post the “heresy detected” gif.

On 10/14/2024 at 7:59 PM, ZeroWolf said:

I wonder if this is evidence of the inter-studio rivalry we keep hearing about, with someone working diligently to refresh RT era Squats rather than main studio Votann. Or am I just over thinking things?

Yes. You are overthinking it. This is GE doubling down on both nostalgia bait and something new.

7 minutes ago, Redcomet said:

Yes. You are overthinking it. This is GW doubling down on both nostalgia bait and something new.

Pretty much a classic cake and eat it scenario. My 'votann army' is a diverse mix of Kharadron, Ironhead and Leagues minis, and it definitely looks weirder, but also cooler than if I'd just used regular 40k Leagues stuff. Necromunda kits tend to have decent enough value as kitbash fodder that the occasional additional expense per figure is reasonable, especially if you ever get a Leader or Lone Op option out of it. My AdMech, Guard, GSC, Agents and World Eaters armies all include substantial Necromunda 'contingents' because I like the diversity and it's easier to make cross-army conversions when you're not using standard 40k infantry (I use a 'squad' of Nomads as either skitarii vanguard or guard infantry depending on the day... and sometimes they also get 'infected' and join GSC as Neophytes).

 

Because they sell both miniatures and rules across so many games at this point, GW has long stopped promoting or suggesting any ways of using minis 'from one game in another'.

 

The most annoying part of the hard separation of games is that Necro cav and light vehicle kits don't get you enough for a full squad of 3 or 5, and 40k unit numbers are hard locked to the number of minis in each kit... So I can't just 'add 2 trikes to my Pioneer unit', I have to either buy three kits for 2 units (which thankfully is still only marginally more expensive than 2 40k kits), or end up with an extra bike lying around, or indeed come up with some other proxy for the third bike... I'm choosing the latter because I have 2 Escher grav bikes on ice that will be turned into the trikes' 'gunner drone' most likely. I don't really want to paint another unit of Pioneers (1 group of 3 was enough last year), but I'm definitely down for some of these wheely bois. I say all this not because I expect any of it to change, of course... Necromunda is 'one sprue at a time' for the 'add-on' releases; they have limitations that generally aren't placed on the kits designed for the full battle games (or their skirmish counterparts), but I agree that they generally still smash it out of the park.

 

All that said, I would also not be surprised if Ironheads are 'one way Votann could have gone', and that the 40k team worked through the design brief, stopping just shy of actual production before reconsidering and pivoting to the more contemporary super high-tech AI + clones thing. Considering that the Ironheads and Necromunda was the first place we started seeing space dwarves come back to the 40k fold, it makes sense that the major 'paper designs' for them were all done in a similar timeframe, and likely by the same people. I do like that this all means we get more options, and that's no bad thing for modeler/painters.

 

Cheers,

 

The Good Doctor.

1 minute ago, Dr. Clock said:

All that said, I would also not be surprised if Ironheads are 'one way Votann could have gone', and that the 40k team worked through the design brief, stopping just shy of actual production before reconsidering and pivoting to the more contemporary super high-tech AI + clones thing. Considering that the Ironheads and Necromunda was the first place we started seeing space dwarves come back to the 40k fold, it makes sense that the major 'paper designs' for them were all done in a similar timeframe, and likely by the same people.

 

This makes a lot of sense!

On 10/14/2024 at 6:59 PM, ZeroWolf said:

I wonder if this is evidence of the inter-studio rivalry we keep hearing about, with someone working diligently to refresh RT era Squats rather than main studio Votann. Or am I just over thinking things?

 

I don't see how this would be evidence of it. There's no reason to take 2 different teams working on 2 different games coming up with 2 different sets of miniatures as anything more. They come up with their own units, lore, aesthetics etc because it's a different thing entirely that should have its own unique aspects, not just be copying stuff over from 40k.

 

On 10/23/2024 at 4:20 PM, Dr. Clock said:

 

All that said, I would also not be surprised if Ironheads are 'one way Votann could have gone', and that the 40k team worked through the design brief, stopping just shy of actual production before reconsidering and pivoting to the more contemporary super high-tech AI + clones thing. Considering that the Ironheads and Necromunda was the first place we started seeing space dwarves come back to the 40k fold, it makes sense that the major 'paper designs' for them were all done in a similar timeframe, and likely by the same people. I do like that this all means we get more options, and that's no bad thing for modeler/painters.

 

 

While Squats did first re-appear for Necromunda, it's not as if those designs for Ragnir and Grendl are something along the lines of the Ironhead squats, both them and the Votann are significantly different.

Edited by TheVoidDragon
  • 1 month later...

For anyone more in the know of how the release schedules work, are we likely to see either the new trikes or exo-kynn before Christmas?

 

Have to say these news releases are awesome, some friends and I are playing 2nd edition 40k and all of this stuff lines up perfectly with the old Squat Codex and the community edition one.

4 hours ago, Pacific81 said:

For anyone more in the know of how the release schedules work, are we likely to see either the new trikes or exo-kynn before Christmas?

 

Have to say these news releases are awesome, some friends and I are playing 2nd edition 40k and all of this stuff lines up perfectly with the old Squat Codex and the community edition one.

 

If pre-orders are affected by the Christmas shipping cutoff, then even if they go up for pre-order on the 7th I doubt we'll get them in-hand until after Christmas. 

 

Edited by Lord Marshal
5 hours ago, Pacific81 said:

For anyone more in the know of how the release schedules work, are we likely to see either the new trikes or exo-kynn before Christmas?

 

Have to say these news releases are awesome, some friends and I are playing 2nd edition 40k and all of this stuff lines up perfectly with the old Squat Codex and the community edition one.

Yeah I can’t remember exactly but the most recent stuff for Necromunda wasn’t that long ago, so I would not be surprised to see this next wave being a next year thing.

On 10/14/2024 at 2:13 PM, Urauloth said:

Oh damn, that's really good. It puts the Kin trike to shame, and for my money it leaves the Primaris bike designs in the dust as well.

Primaris Bike headlamps are tiny and hidden behind the armour compartment. You can barely see them and they won´t be able to do their job which would be to illuminate the street.

 

Squat Bike headlamp is larger and not obstructed in the same way as the Primaris version but it also largely illuminates the front wheel instead of having a clear path to shine onto the pavement.

The designs for bikes in miniature wargaming generally are pretty horrendous in terms of the physics involved, the main one often being that (in the case of the marine or Primaris one) the bike wouldn't be able to turn because of the width of the wheel.

 

Infinity probably wins in the sense that you can tell the bikes in that game had some thought to them actually working, with things like the engine being a stressed member of the frame and spokeless wheels being concepts that engineers are working on in real life - but I suppose the difference being the setting of that game is a science fiction, Vs the fantasy of 40k.

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