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Thread: hard game to start playing?

  1. #81

    Re: hard game to start playing?

    Actually, the filename is "fm_01_gang_leadership.pdf". fm_01 -> Fanatic Magazine 01. The keywords "fanatic magazine" are a clue, too. The layout style is also a giveaway, but only if you already know about the magazine, I suppose.

    Outlanders is the supplement box for the original Necromunda, produced a couple of months after the original boxed game was released - among other things, it had rules for Outlaws, Ratskin Renegades, Spyrers, Scavvies and Redemptionists.

    Fanatic Magazine was the main method of support for Fanatic Games, so no, it wasn't "produced after GW dropped support of Mordheim". In fact, GW ending support of Mordheim would be when they stopped publishing Fanatic Magazine. It's not as obvious as White Dwarf coverage, but then only Mordheim and Gorkamorka really got significant additional rules published in White Dwarf. For the most part, it was the individual magazines from Fanatic Games / Specialist Games, and then Fanatic Magazine that added the additional material. They were all sold in stores, too.

    Technically the original rules didn't cover the loss of a gang leader, but most people had the gumption to come up with the obvious solution. The addition of leadership challenges was a new thing, but I like it. For one thing, it adds story potential for named hired guns wandering the underhive looking for revenge, a second chance at glory and another bottle of Second Best.

    It was never really that common - you need to have a Leadership higher than the gang leader's for one thing. Assuming a standard gang leader and a standard ganger, you need two Ld upgrades - a 1/144 chance - and then there's a 1/3 chance that he won't challenge anyway. If he does challenge and wins, there's a 1/3 chance that the leader sticks around. There's a 4/9 chance, overall, that a leadership challenge results in the gang leader leaving the gang. If it really worries you, play Redemptionists.
    Last edited by AndrewGPaul; 21-02-2012 at 10:12.

  2. #82
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    Re: hard game to start playing?

    fm_01_*** means it's from Fanatic Magazine issue 1.

    There's also fo (fanatic magazine), nm (Necromunda Magazine), nmii (Necromunda Magazine II) and gw (Gang War)

    The standard rules had lots of gaps as it was a rather shoddy version they put into the "official" PDF.
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  3. #83
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    Re: hard game to start playing?

    Ah ic Well if I actually knew all those things I wouldnt be asking

    Thanks for clearing it up guys
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  4. #84
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    Re: hard game to start playing?

    Speaking of Fanatic Magazine. I have been trying to locate the Outlaw Trading Post from Fanatic Magazine 5 i think i went through all the resources on yakromunda but couldn't find it. has anyone got a copy? thanks

  5. #85
    Chapter Master Catferret's Avatar
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    Re: hard game to start playing?

    It's part of the Ratskin pdf. Pretty sure Yakromunda has it. If not PM me your email address.

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    Re: hard game to start playing?

    Yeah I checked all my resources in my collection and couldn't find any fm5 which is why it isn't on Yakromunda. But yes Catferret is correct. Might be a good idea if I separate the Outlaw Trading Post into it's own PDF and add that to Yakromunda Library, so people can find it from searches.
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    Re: hard game to start playing?

    Quote Originally Posted by Malo View Post
    Yeah I checked all my resources in my collection and couldn't find any fm5 which is why it isn't on Yakromunda. But yes Catferret is correct. Might be a good idea if I separate the Outlaw Trading Post into it's own PDF and add that to Yakromunda Library, so people can find it from searches.
    Outlaw Trading Post has been added to Yakromunda Library as a separate PDF
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  8. #88
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    Re: hard game to start playing?

    Quote Originally Posted by Demoulius View Post
    Whats the difference between a lasgun and a autogun? They cost the same but a lasgun explodes less in your face? if thats the only difference I dont see much reasons in using one
    I meant to reply to this ages ago, but looking over it, it looks like I never did.

    Aside from the differences already stated one of the more significant differences only appears mid-late game once everyone's gangs have matured a bit. Once people have a bit more income and a number of gangers they would rather rescue/ransom than replace then the bounty-hunters start coming out. When that happens a lot more rescue scenarios start being played. When *that* happens equipment and skills that are *only* good during the rescue scenario suddenly become more valuable because Rescue starts being played disproportionately often.

    So what is the difference between the lasgun and the autogun? Well, the lasgun can be equipped with the hotshot, whereas the autogun can be equpped with a *silencer*. That means it is a good idea to have 2-3 people that are equipped with an autogun and if they can get the skill Rapid Fire for it then so much the better. Having gangers like this in your gang not only means that you are more likely to win a rescue scenario you attempt, but also means that your opponents will be less greedy on the ransom because they *know* you have gangers like this. P.S. this is why it is important to have 2-3 gangers with that setup. Otherwise if it is the silencer ganger that gets captured, hoo-boy do they screw you over .

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    Re: hard game to start playing?

    It's also worth pointing out though that if you give the lasgunner a Hotshot Powerpack you lose that treasured 2+ Ammo roll which seems to be a pretty big part of the reason why people rate them so much higher than an Autogun. Infact all you end up with is, effectively, a slightly cheaper Bolt Gun.
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    Re: hard game to start playing?

    Indeed, but a boltgun than can still be used with Rapid Fire: Lasgun and mean you don't have to change the model . Oh yeah, and you probably will have something to mitigate the 6+ ammo roll too.

  11. #91
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    Re: hard game to start playing?

    It isn't a hard game to start playing in my opinion. It is harder to find the miniatures and convert then play. The game is my favorite miniature game to play. It is easily the best of the GW battle miniatures games in my opinion and I think you will find it is rather easy to play.

  12. #92
    Chapter Master carlisimo's Avatar
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    Re: hard game to start playing?

    I'm thinking about starting up again. My friends and I tried it in the past, but we had a problem with terrain. We never had enough of it, and we're still not sure how to get it right. I wish the original boardboard terrain that came with the box was still available. The hardest part is getting the multiple levels. What have you guys done about that?

    I have more experience with Gorkamorka, which I prefer (but my friends don't). Terrain there was easy. Vehicles are easy to obtain too. Weapons are weaker and the targets (orks) are tougher, which is why the game works without nearly as much cover.

  13. #93
    Chapter Master Catferret's Avatar
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    Re: hard game to start playing?

    Get hold of the 40K buildings as they can give you the multilayers, and easy to make walkways too.

    I put the lampposts you get with the sets on 40mm round bases. Looks cool lining a street and gives a little cover to hide behind (even if it is just a -1 to be hit).

    Use plenty of the broken sections of wall so there is some way to see the enemy.

  14. #94
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    Re: hard game to start playing?

    Quote Originally Posted by carlisimo View Post
    I'm thinking about starting up again. My friends and I tried it in the past, but we had a problem with terrain. We never had enough of it, and we're still not sure how to get it right. I wish the original boardboard terrain that came with the box was still available. The hardest part is getting the multiple levels. What have you guys done about that?

    I have more experience with Gorkamorka, which I prefer (but my friends don't). Terrain there was easy. Vehicles are easy to obtain too. Weapons are weaker and the targets (orks) are tougher, which is why the game works without nearly as much cover.
    Terraclips by Wyrd miniatures. A few sets & clips between your gaming group and you will have a great Necro board.

    Have bought it mostly for that very purpose with emphasis on the sewer and street sets

    Link: http://www.terraclips3d.com/

  15. #95
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    Re: hard game to start playing?

    I like the fact this topic has been raised back from the dead tbh weve played about 20 or so games so far and as long as youve got enough of them, 40K ruins for terrain work just fine. Using barricades and barrels and such other terrain pieces to fill any gaps mind.
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  16. #96
    Chapter Master carlisimo's Avatar
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    Re: hard game to start playing?

    Quote Originally Posted by Chucklemoney View Post
    Terraclips by Wyrd miniatures. A few sets & clips between your gaming group and you will have a great Necro board.
    Fantastic, thanks. Malifaux looks interesting too. One of my friends is pushing to start it, which is fine. We'll probably try it but also play Necromunda (or Mordheim) because of the gang progression that makes GW's skirmish games so great.

  17. #97
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    Re: hard game to start playing?

    Quote Originally Posted by carlisimo View Post
    Fantastic, thanks. Malifaux looks interesting too. One of my friends is pushing to start it, which is fine. We'll probably try it but also play Necromunda (or Mordheim) because of the gang progression that makes GW's skirmish games so great.
    It is because of the progression that Necromunda and Gorkamorka are so great. GW really has made some great games but they seem to end up killing them off for no reason. I would live to see them start producing these skirmish games again. Necromunda needs a lot of terrain to be fun and a lot of walkways. This is where it truly shines and that is why not many play it in my opinion. See if you can find some bulkheads and print your own terrain.

  18. #98
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    Re: hard game to start playing?

    There are many fantastic Sci-fi skirmish games around (eg- AE bounty, malifaux etc) but it is the RPG (if you will) element of necromunda that keeps me coming back and I've never found another game like it. A few rule tweeks to suit (after one campaign these will be apparent) and you cannot ask for a better game IMHO.
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  19. #99

    Re: hard game to start playing?

    I've been playing Necromunda since I was 12, I can safely say that there is no other game like it. The rules are quite easy to pick up, with the campaign elements of running a gang quickly falling into place. I recommend playing a few of the book scenarios, then progressing into tweaking and making your own games.

    My other love of Munda is the dearth of 3+ saves!

  20. #100
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    Re: hard game to start playing?

    Can someone tell me what normally is the size of their gangs after a few games? (disregarding unlucky death rolls here)

    My own gang has been 12 strong for a while now (think 5-6 games or so) and im kinda against expanding since the rest of the guys in the campaign seem to keep hanging at 9 man gangs. One is also 12 men and together with him we have the higest gangratings. Others keep having people die on them though and are having trouble raising their gangratings
    My Necromunda log, Shedan's Skullbashers! click me - 30-07 terrain update
    My Empire log, Altdorf mountain patrol -> click me - 28-4 tale of X gamers project (knights) due date
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