Sept 8th. This is important.
Looks great. Environments look superlative. Only a few gangs to start, but we knew that would happen.
Sept 8th. This is important.
Looks great. Environments look superlative. Only a few gangs to start, but we knew that would happen.
Holy Shit. After what I can only assume was a successful run with Necromunda Underhive, GW has brought out the big one: a $290 set with a crapload of beautiful, modular, lego-like terrain and two full gangs.
One of the reasons I think Necro has done well, other than being awesome, is that the gang boxes themselves are VERY well priced at 35$ for 10 models in the kit, and the Underhive box was not super expensive either. At MOST you will need 2 gang boxes which, for 70$ being all you will ever need for a gang is fairly reasonable (Forgeworld weapon and head sets aside). You want to get a gang and play with a bunch of books and prigles tubes for terrain? Fucking go for it. 35$ and some of the special dice and you’re rolling. Barrier of entry is very low.
I won’t go into the way they sold the books much, but that was a bit of a gouge and for early purchasers like me, annoying. The specific gang tactics cards being printed once and then never again is also SHIT but that can easily be fixed with your own set of cards printed at gamecrafter or something similar. As for the books, I would trust the community rulebook at this point more than anything GW comes out with going forward. Like all these small games from Blood Bowl to Epic, the community typically owns the rules at a certain point and I think Necromunda is there.
So this new set…the cost… is horrifyingly high. at $200? yeah! $290? Wow. That said, the terrain in the box looks simply amazing. I just don’t know if this is the best thing for starting Necromunda players because of the cost.
The old set from 1995 had a good, low cost solution to the terrain problem inherent in this type of game, but it was cardboard and did drop you out of the immersion quite a bit. When we played a lot (’95-’96), we tended to just leave the exact same map set up because it was fragile to take apart and put together. I still have all of it minus a crapload of bulkheads.
Despite the cost, I definitely want the new set– it’s just how to justify that much, especially since I have the HULK in the basement which is TOTALLY READY FOR NECROMUNDA any time. I get a fucking massive woody thinking about the new terrain pieces combined with the Hulk.
The hobby project around the new set is also looking insane, but as far as I can tell, almost all of it is non-glue so that just leaves the priming and painting, which can be done in stages…. very looongg stages….
Since I got my Goliaths finished (at least the first 10), we played this weekend for the first time with the new version and I was very happy with it. It was far too long coming to really sit down and give it a go as I purchased the first Underhive set the week it came out. I was worried about the switch from IGOYOUGO to chess style but it flows well with the ‘leader moves’ mechanic from the Lord of the Rings Strategy Battle Game. If people didn’t notice, GW has been maintaining a ruleset similar to Necromunda for a long time now with the LotRSBG.
I was also concerned with the close combat being boring compared to the old Necromunda (2E 40K) which was fantastic, but it works very well– the acting model has an advantage but if the defender survives, they get a counter.
One thing that was odd to me was NO OVERWATCH. I had my leader stuck around a corner between two groups of adversaries and didn’t know what to do and I was like: oh can I put an overwatch counter on him? Nope. You can’t just sit back and automatically get the drop on someone in the new Necromunda and while strange at first, I think that improves the gameplay flow throughout.
The game is more complex with gangs in the beginning as you get skills right out of the gate. In the old Necro, all the gangs were the same at first except for their equipment choices. In the new one, any Champions and your Leader get a skill at the start.
Anyway, looking forward to more Necromunda. Here’s some shots from the games this weekend which were played on the tiles rather than the 3d board.
We are getting real close people to release day for the new Necromunda. I picked up the November White Dwarf (and it’s a heavy fuckin mag) and I’m pretty pumped about the game. There’s a long interview with the developers about how they started out using 40K 8th (a good ruleset mind you) but it just didn’t quite fit so they made changes, the largest one being model to model turns rather than IGOYO that 40K and WFB have.
Now, I think that the 40K 2nd edition rules that power Necromunda1 and Gorkamorka are some of the best skirmish rules there are, and many have tried their hand at making something better with mixed results (Mordheim: no, LotR SBG: in some ways yes), so I have some hesitation about changing from 2E 40K… but I will certainly pick up the box set and go from there.
Needless to say, the models this time around are superlative. While the old models from 1995 were OK in most cases, some of the gangs looked pretty stupid in retrospect (the Van Saar). Yes, the Eschers (by Jes Goodwin) were excellent and I have a bunch of them. Getting a good look at the new ones I am quite impressed. The meatbag Goliaths are a massive improvement over the old models.
Where do I have some trepidation? First, this is going to be an expensive buy in to start with the core set and gang war– probably close to 200$ all told. Second, I haven’t been painting all that much in the last few years. My eyes (as predicted by my eye doctor) have gone to SHIT. While I have glasses to handle the mid and long distances, my close range is not too good. Yet, 10-15 models won’t be all that bad. Lastly, the 3d terrain is going to be pricy, however, if you’ve seen my other posts on necromunda, I’ve got the old sets and the HULK (plus some AT-43 terrain) that should work just fine.
Been a long time since we’ve heard anything about Necromunda out of GW. This was posted today to the Warhammer Community. Not a lot of details on the game itself, but you can see the minis. Much bigger, on bigger bases. Sort of like going from 25mm to 28mm heroic to 32mm. Most of the original Necromunda line was good, but not great with the exception of the Eschers which appear to have been sculpted by Jes Goodwin himself. I’m looking forward to seeing the rules. Hopefully they don’t oversimplify (AOS) the game and leave it close to the original. Like I’ve mentioned many times, I think the W40k 2nd edition close combat system absolutely rules and should have been used for Mordheim as well instead of what they came up with. Let’s hope enough of 2E lives on in the new version. In any case, we will get new minis and terrain!
Updated rumors: Will have eshers and goliaths in the box, will not be IGOYG (i go you go) but will have IMPULSE move/act like AT-43. Will have skill trees, etc. Again this is just announced today.
Check here for where I got this info.
Got in a good shooting yesterday with the Scavengers scenario. Matt had a brand new Eschers gang vs my dead-hard Cawdor (with 4 games under their belt) and it was a bit of a slaughter, though in the end, both gangs had to start taking bottle tests which was surprising. The core issue was that the Eschers were full on close combat, and they had to move across some areas where they got shot up bad. Also, I had some crazy lucky rolling throughout the whole game.
Matt had the idea to use the Talisman cones (which are USELESS in Talisman) for the status of Overwatch, Running, etc. in Necromunda. I’m going to pull those things out and throw them in next game.
The new weapon from the community rules I hadn’t experienced before was the heavy flamer. That thing is super beast.
Shotguns can work well on overwatch.
I took the 2015 Community PDF’s for Necromunda, slapped them together, threw on a front and back cover and a few weeks later here’s the book. It took about 45 minutes to make and the rest was waiting for the mails.
It’s not perfect, the text starts too low on the page, but nothing cuts off and the print reads perfectly. I went for color because the community added rules and addendums are colored red throughout the text, and this is essential for plucking out the changes where you think you know the rules. This ran about 30$ plus shipping, so it wasn’t cheap, but now I can abuse this when we play rather than my actual books or shitty photocopies of the community edition with their goddamn staples falling out.
After 19 years, it hit the table again. Read that again– 19 years. I found a penny in one of the Necromunda boxes that was shiny new– from 1996. It’s amazing that:
Enough reminiscing. We played for about 10 hours yesterday, with breaks for lunch and dinner, but only got in about 3-4 games per player– so i’m not of the mind Necromunda is a short game any more– it can take a long time. I would really not recommend more than 2 games in a day as it’s just too much to process and plan between games in addition to the shootings themselves.
Since I had them painted, I played as the Cawdors again. The models are OK, but unfortunately the Cawdors are a bit of a close combat gang– and none of the ganger models have close combat weapons!
Here is my initial buy for the Transanal Eviceration gang.
This gives you 5 gangers to harvest your territories, a leader who can hammer in close combat and a second back up close combat guy, along with a lot of stuff to flush people out of cover (frag grenades, flamer, shotgun). While I do believe the heavy stubber sucks, it’s only 120 points, can shoot across the whole board, and you will get a lucky roll from time to time to make it worthwhile. No one has armor, so don’t bother with the heavy bolter until later. The flamer is amazing (but we forgot that it requires an ammo roll after every shot…).
Lasguns are the most boring weapon in the warhammer universe, but they are super reliable and shoot far. Autoguns are nearly as good with their +1 to hit at close range, but they go out of action far easier.
My territories were crap, but I did get Vents which lets you place guys around the board after set up– yet I NEVER remembered to use it.
In the four games, overall my leader had the most ‘kills’ with the flamer heavy second most. The leader was able to get into close combat with a bunch of enemies in two games and tore them up (except for a lucky juve) and that’s because of the chainsword. Swords are cheap and allow parrys, which cut down on some of the swingy rolls your enemy might have against you. Well worthwhile.
There were three other gangs getting on on the good shootings:
Hate Boat– a Delaque gang of unpainted (but primed) minis
Vaginal Force 1 – Eschers (obviously)
The Crustables – a Van Saar gang represented by the excellent and drool worthy miniatures from the new Dark Millenium 40K box set. If you have any interest in Necromunda, these are definitely worth picking up. They would do in a pinch for any gang, but would especially fit as Cawdors with their masks.
The first game was the Hate Boat vs the Crustables and I’ll admit that my grip on the rules was loose. Things were going against the Hate Boat after the Crustables got into good shooting position far above their cover and they got to explore the falling rules fully. Hate Boat had to make multiple bottle rolls, but in the end it was Crustables that bottled out on their first roll!
My first game was being ambushed by the Crustables, a fitting beginning for Transanal. Luckily, I was able to position a few groups of my gangers to ambush the Crustables. After a few turns it was obvious that the Crustables ambush was turning into a bloodbath, with 3-4 gang members on each side out of action, including the Crustable’s leader who had been burned by a flamer. After a turn or 2 more, the Crustable’s bottled out and ran for the vents.
My heavy about to get beaten down– cause he can’t hit with that stubber!
Couple things to remember about Necromunda that I had forgotten. First your gangers aren’t the bravest and will run away pretty quick when things go south nearby. Second, shooting into cover is pretty difficult. You can start to have to take bottle checks when a mere 2-3 of your guys are out of action.
A good time for sure and a game that should probably be played a bit more than once in 20 years.
Wow. I was thinking of dusting off the old Necromunda stuff for some holiday destruction in the underhive (not for nostalgia’s sake, but because it’s a great game that should be played!) and lo and behold not only are the rumors of Games Workshop’s Specialist Games returning true, but the newest rumor is that Necromunda is going to be the first on the slab for a remake/re release.
Stuff I think they should update:
So– I’m pumped for this. It will probably be out in a few years at the earliest but it’s great news, especially after this Age of Sigmar dreck.
Otherwise I’m taking a hard look at FROSTGRAVE from Osprey as something to replace the rather poorly designed Mordheim.
…and Blood Bowl was on the list of the four games Specialist with get to as well. That’s going to be a tough one since the fans are RABID about the rules, but needless to say with the quality of miniatures that GW has been putting out, that’s all they really need to do.
Continuing plowing through a bunch of boxes of stuff, in addition to AT-43, I have a largish Necromunda collection squirreled away, apparently on the hopes that it will get someday played again. That said, back in the mid-90’s we really got into Necromunda (or so we thought), playing 20+ games with the gangs on an old Ping Pong table set up in our tiny 3rd floor apartment. As a any good Arbitrator, I desktop published a one-sheet after each week of games. The name of the the ‘village’ the gangs were fighting over was “Poop Town” which for years had lived in peace due to pretending there was a plague outbreak were now (in 1996) plagued with Underhive gangs! If I remember correctly we had Orlocks, Van Saar, Delaques, Cawdor, and the Goliaths. I have gang sets for all of these as well as a ton of Eschers (thanks mouth), plus Spyrers and even Arbiters.
Small blurbs had the following titles:
“Escher not raped by Cawdors” – Any time there is an all-woman gang and members get captured, it begs the question, what is happening to them right now? Since the Cawdors are ‘redemptionists’ they apparently have no interest in sexy female underhive residents with guns.
“Van Saar Deficates” – Since the Van Saar leader was taken out in the first turn of the game vs the Delaques, I decided it must have been while he was going to the loo.
The newsletter included advertisements for local brothels and a lot of phrases about hating the Delaque gang; the “G-Dawgs” which were played by Duvall. A lot of the stuff referenced the players could interact with in certain ways if they asked about it.
Frankly, these skirmish ‘grow your warband’ type of games are my favorite miniatures games. Starting with Chaos Warbands in college, then to Confrontation (the GW game that came out in White Dwarf) then on to Necromunda, Mordhiem and finally Legends of the Old West, which I have collected a ton of stuff for, but have yet to play the main issue being that you need more terrain than miniatures to make it interesting.
Necromunda is no doubt a great game and show the strength of the 40K 2nd Edition rules (that also went on to handle Gorkamorka). People can scream “Hero hammer!” from the rooftops, but that’s just what the core 40K evolved into.
And more ridiculousness. I have a big box of Man O’ War miniatures, rules and chits and have never actually played it. Got it for pretty cheap many years ago. You can see the fleets, I think it’s Empire, Elves and Nurgle with a bunch of sea monsters and flyers mixed in.
They’ve definitely been well cared for since I got them, EXCEPT, again that I’ve never played it. I think I snapped up the deal on account of some of my college friends cutting up and painting pieces of wood to represent ships just in order to play. The game (in 1993 or so) was just that good.