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As I said in the Escher Journal thread, I'd be surprised if they didn't decide to do both types of Journal, with both TOW-style ones (the gangs), and HH-style (scenarios and locations with specialists).  This way GW can have their cake and eat it too, as you'll buy the Journals for the gangs you're interested in, and they get the FOMO of the scenario Journals.

The release cadence will be interesting, as I wonder if they'll be tied into model releases, as GW seems to be on a mission to replace their resin models with plastic.  If that is the case, then we can rejoice over getting new cool minis, but at the same time if they happen to stall on making miniatures for a particular gang *cough*Delaque vehicles*cough* then it could get irritating for some players.  TOW released all of their army Journals (bar Cathay) within the first year, so, given that it looks like they've not messed with the game too much, I'd hope that GW does the same.

 

To be honest, I also hope that GW kind of forgets that Necromunda exists, or is happy for it to tick over in the background, rather than being another game that GW adds to the edition churn.  However, GW decided to go public way back when, and therefore have to make line go up or they lose shareholders and investors, so I half-expect us to be talking about the new edition circa 2030, and hope that Delaque finally get full support in the new edition.

They're in the "Gangs of the Outlands" book. They're even on the cover, so they're not going away or being pushed to the side.

 

Edit: Whether they make a lot of sense within the underhive/hive cities is another story, of course. In a sense they and the Malstrain don't make a lot off narrative sense outside of their own specific environments. But I suspect they'll be playable anywhere.

Edited by Antarius

I only gave the AWN a cursory glance when the leaks went up but they looked fine from a stat perspective. From what I saw (unfortunately a lot of the leaks have been removed now) they looked to be on a level playing field with the other factions, I hope they are because the model range is very evocative and I was disappointed that they struggled in-hive without House-ruling them. 

 

Our group found the vehicle rules to be a convoluted mess in the previous edition so we pretty much gave up on exploring the great outdoors after 2 or 3 games. From what I've seen the new vehicle rules look much more fluent so we'll definitely be trying them out again.  

2 hours ago, Lathe Biosas said:

Has anyone heard about my Tusken Raiders Ash Waste Nomads? I was wondering if they ever fixed our slight issue of being terrible if we fought inside buildings... you know, where 95% of all games are played.

 

Appears they loosened the restrictions quite a bit, being able to attend the Trading Post and take Hangers-On... although I'd expect the Journal sub-factions to probably tighten that somewhat as a tradeoff (but we're probably a long ways off any Journals for non-House Gangs anyway).

 

trading-post-weapons-traits-ammo-rule-ch

trading-post-weapons-traits-ammo-rule-ch

trading-post-weapons-traits-ammo-rule-ch

trading-post-weapons-traits-ammo-rule-ch

 

1 hour ago, Castigator said:

I only gave the AWN a cursory glance when the leaks went up but they looked fine from a stat perspective. From what I saw (unfortunately a lot of the leaks have been removed now) they looked to be on a level playing field with the other factions, I hope they are because the model range is very evocative and I was disappointed that they struggled in-hive without House-ruling them. 

 

Our group found the vehicle rules to be a convoluted mess in the previous edition so we pretty much gave up on exploring the great outdoors after 2 or 3 games. From what I've seen the new vehicle rules look much more fluent so we'll definitely be trying them out again.  

Funny how different the perception and preferences are.

It's the (sort of) exact opposite for me when it comes to the vehicles.

I liked the last rules for vehicles but found the new ones Sound terrible. :)

 

5 hours ago, Lathe Biosas said:

Has anyone heard about my Tusken Raiders Ash Waste Nomads? I was wondering if they ever fixed our slight issue of being terrible if we fought inside buildings... you know, where 95% of all games are played.

One big thing for Nomads is that it appears Mounts are no longer restricted outside of ash waste games. So your big buggies can play wherever! As can dirtbikes and such.

Having their bugs and access to the trading post should both help quite a bit. Also, specialists will help them as much as anyone else. You can make a bunch of your basic nomads Gunners and run around with blast carbines with Hipshooting or make them all Snipers with long rifles and Precision shot.

They are reading as quite opened up to me.

Now I have a better understanding of the rules (and thanks to Lord Marshall posting up the images) I've changed my mind that the stats look fine for AWN.....They look damned tasty to me! A Hip-Shooting Blast Rifle moving 10" a turn is a Shocking thought.....Pun intended :cool:

My initial distress isn't so bad as I've only lost a single starting gang member, the aforementioned Wrecker with dual plasma pistols. Spoiler below on how to potentially get round things:

 

Spoiler

If I take a pair of Wreckers and train them after each game, they can upgrade potentially in 3-4 games to a ganger and thus become a specialist.

 

At this stage I can give them Gunfighter.

 

Crucially they can get 2 attempts each to try and achieve a +1 on the BS level up roll... that's 4 attempts.

 

That becomes crucial for making it workable, a BS4+.

 

At that point I can invest in a double plasma pistol for the guy who reaches that level of credibility.

 

 

 

I'm happy to be wrong if Necromunda is indeed still cool as I think it is and not ruined. 

 

I do still dislike the cover saves mechanic over negative modifiers, but it's the least problematic change. Does harken back to 3rd 40K in some feelings actually. 

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