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Thread: Lost Necromunda articles.

  1. #1
    Brother Sergeant The Ecclesiarch's Avatar
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    Lost Necromunda articles.

    Hello fellow Necromunda players. I just wanted to share a wealth of Necromunda articles I discovered recently. Many of them are 1st edition Necromunda articles but I believe that they could easily be modified or incorporated into the current edition. There are rules for playing Chaos cults, Genestealer cults, Orks, as well as many new scenarios. I hope that you guys find these useful > http://www.wargamerau.com/forum/inde...howtopic=79749
    PURGE THE XENO, CULL THE MUTANT, KILL THE HERETIC, OBEY THE EMPEROR!

  2. #2
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    Re: Lost Necromunda articles.

    They're all hosted on the Yakromunda Library as well, where you can search for key terms based on the content in those articles.
    Yakromunda - A Necromunda Gang & Campaign Management Site

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    Brother Sergeant ChiTownPicaro's Avatar
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    Re: Lost Necromunda articles.

    It is sad that Games Workshop doesn't seem to care about hosting them.

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    Re: Lost Necromunda articles.

    it s because it brings them no money so they lost interet in them. that simple and clearly a mark of a comecrial compagny who once was a player compagny.

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    Chapter Master Angelwing's Avatar
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    Re: Lost Necromunda articles.

    Cheers for the link!

  6. #6

    Re: Lost Necromunda articles.

    I remember there was an article in Citadel Journal about Eldar gangs in Necromunda... do you know where it can be found?

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    Get a tustom citle 'ere! blackcherry's Avatar
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    Re: Lost Necromunda articles.

    Thanks for the link .
    Quote Originally Posted by On the subject of Jervis Johnson.
    That's not to say I wouldn't drive up onto the curb and run him over with my car if I ever saw him walking down a street regardless
    ^This is why parts of GW may not like the internet^

    I have a plog now! Now with actual painted models

  8. #8

    Re: Lost Necromunda articles.

    Cheers for the links But i have one question. For some time i'm planning to build a vampyre gang (ultraviolent), but there's something missing at their rules. It does not say which tables and equipment list i can use on thralls... Does anyone have an idea?

  9. #9
    Scout
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    Re: Lost Necromunda articles.

    Awesome thread thanks for posting!

    Not sure if anyone will remember but there was an article in the citadel journal a few years back (yeah QUITE a few years back) about using biker gangs in Necro that was inspired by Akira. I dont suppose anyone's got any links to that?

  10. #10
    Chapter Master Chem-Dog's Avatar
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    Re: Lost Necromunda articles.

    Quote Originally Posted by corps View Post
    it s because it brings them no money so they lost interet in them. that simple and clearly a mark of a comecrial compagny who once was a player compagny.
    *Sigh* Yeah. The sad thing is, with their level of competence in plastic kits these days they could produce everything you'd need to play Necromunda in plastic.

    I did actually scrawl out a How-I'd-Do-It plan for totally redoing Necro with full model support, plastic terrain and a lush new rulebook during one of my more pronounced bouts of insomnia.... it's doable, but I don't think the will is there.
    40K spend '09: £205.70.'10: £87.50.'11: £29.00. '12: £89.00. '13: £6.00
    Models painted in 2013: 0.5

    Brimstone. Gone but not forgotten.

  11. #11
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    Re: Lost Necromunda articles.

    Quote Originally Posted by Chem-Dog View Post
    *Sigh* Yeah. The sad thing is, with their level of competence in plastic kits these days they could produce everything you'd need to play Necromunda in plastic.

    I did actually scrawl out a How-I'd-Do-It plan for totally redoing Necro with full model support, plastic terrain and a lush new rulebook during one of my more pronounced bouts of insomnia.... it's doable, but I don't think the will is there.
    Apparently the main reason is that they don't want the specialist games is that a specialist player over time might spend the same number of hours over a year playing necromunda as a player of 40k spent playing 40k, however they won't have spend the same amount of money by far.

    A negative point to specialists games that I see is they harm your retention of younger players who can only afford to buy one army and therefore don't get to play a game on nights where everyone is playing necro, I know this is why next to none of the people at my beginners night kept playing after they were promoted to veterans night.

  12. #12

    Re: Lost Necromunda articles.

    Indeed, a very useful link - thanks! A quick script involving regex's to parse out all the .PDF href targets to a file, which is then fed to wget, does help prevent the otherwise-inevitable RSI from doing right-click "save as" > 100 times in quick succession ...

    Quote Originally Posted by AsleepByDay View Post
    Apparently the main reason is that they don't want the specialist games is that a specialist player over time might spend the same number of hours over a year playing necromunda as a player of 40k spent playing 40k, however they won't have spend the same amount of money by far.
    That's a shame ... it really is a great game!

  13. #13
    Chapter Master Chem-Dog's Avatar
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    Re: Lost Necromunda articles.

    Quote Originally Posted by AsleepByDay View Post
    Apparently the main reason is that they don't want the specialist games is that a specialist player over time might spend the same number of hours over a year playing necromunda as a player of 40k spent playing 40k, however they won't have spend the same amount of money by far.
    Oh, I get the financial reasoning behind abandoning Necro and the SG stable in general.

    A negative point to specialists games that I see is they harm your retention of younger players who can only afford to buy one army and therefore don't get to play a game on nights where everyone is playing necro, I know this is why next to none of the people at my beginners night kept playing after they were promoted to veterans night.
    Almost the entirety of my Gaming group (about 10-15 of us) has become disenchanted with 40K in the last year or so. We're just about to launch into a Necro Campaign using all kinds of models from various different sources, that's a heck of a lot of money not going to GW, a little bit is, but a lot less than if we were all buying 2-3 boxes of 5-man-per-box >insert Gang Choice here< kits from direct order. Even if those boxes were 15 quid each, that's more than we're spending on 40K at the moment (my current 40K spend of £6 this year is for models to experiment with for Necro) and infinitely more accessible than a £200 minimum spend start-up army.
    40K spend '09: £205.70.'10: £87.50.'11: £29.00. '12: £89.00. '13: £6.00
    Models painted in 2013: 0.5

    Brimstone. Gone but not forgotten.

  14. #14
    Commander Azazyll's Avatar
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    Re: Lost Necromunda articles.

    Thing is, I got started with GW with Necromunda. A full army is too expensive for a kid. My buddies and I all bought into those games - Necromunda, Gorkamorka, even Mordheim. They helped us graduate to the bigger investments of 40k and fantasy

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    Librarian Starfarer's Avatar
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    Re: Lost Necromunda articles.

    When all the LoTR and The Hobbit licenses run their course, I hope GW considers going back to Specialist Games. The splash release boxes like Space Hulk and the rumored Blood Bowl are nice, and I welcome them, but full support would be nice.

    On the other hand, Necromunda is still such a solid rules set after all these years, I fear GW tinkering with it in their current design philosophy would screw up a good thing. New plastics and terrain would be sweet though.

  16. #16
    Commander Azazyll's Avatar
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    Re: Lost Necromunda articles.

    Quote Originally Posted by Starfarer View Post
    When all the LoTR and The Hobbit licenses run their course, I hope GW considers going back to Specialist Games. The splash release boxes like Space Hulk and the rumored Blood Bowl are nice, and I welcome them, but full support would be nice.

    On the other hand, Necromunda is still such a solid rules set after all these years, I fear GW tinkering with it in their current design philosophy would screw up a good thing. New plastics and terrain would be sweet though.
    Well, that and more rules. For me it's not Necromunda without Outlanders, and I only wish there'd been even more. I like games with support.

  17. #17
    Librarian Starfarer's Avatar
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    Re: Lost Necromunda articles.

    Support can be good, and expansions, especially more Ash wastes stuff, would have been amazing in my opinion. But there is nothing stopping anyone from doing that now on their own. I do not believe there is anyone at GW since Andy Chambers left who has love for Necromunda like the fans that have picked up where they left off and carried the torch since GW dropped support. Necro doesn't have a champion behind it like Bloodbowl does in Jervis Johnson. While I'd love to see support, I just fear it would somehow become the equivalent that Dreadfleet was to Man 'o War.

    I'm being overly cynical perhaps, but I don't feel Necromunda needs an overhaul, or at least I don't trust anyone there to do it right. We only need to look at Underhive for proof of that.

  18. #18

    Re: Lost Necromunda articles.

    I believe Underhive was intended as a much more ambitious rewrite, but the death of Steve Hambrook caused things in the Fanatic studio to go a bit awry. So it was a rush job with only about three actual changes (all to do with making the game compatible with the dice, templates and models available), but I'm sure a smoother development process would give better results. Not that I imagine many of the current staff at GW HQ have ever played it.

    I think it could do with a major rewrite; the setting is easily my favourite part of 40k, but the rules were never quite there IMO. It worked well and delivered a good narrative and a fun game, but there are a whole bunch of flaws: It's easy to exploit overwatch, close combat strategies aren't competitive (depending on terrain density, but the closely-packed tables where nobody can see 8" in front of them are not something everyone can do), the combat mechanics themselves are skewed around parry (and, IMO, a bit dull), the rare trade chart is almost entirely junk and can't be expanded (so any community-submitted gear always had to come with some kind of awkward 'uncommon item' rules of their own), territories can determine a campaign before a game is played, there's a single standout weapon in each category with no competition (except basic weapons, with three viable entries out of four), only about half the possible stat increases are worth having, skill tables are horrendously imbalanced and a lot of skills are just worse versions of stat upgrades. I did make a rewrite myself which my group seemed to consider a big improvement, but of course that doesn't make a jot of difference outside that group. Community Edition is an improvement over the original rules, but it doesn't solve everything.

    If it were picked up by GW again and given a good, solid rewrite from the ground up, it would be great. I don't know how GW does its playtesting now, but at the time Necromunda was released I don't think 'much of the heavy weapon list isn't really viable' would have been seen as an important complaint at all. WD featured an article the month after release noting that the heavy stubber was far and away the best, the heavy bolter was just about viable and the rest were overpriced. I don't mind certain weapons being overpriced for fluff; the lascannon would probably only be a decent buy at about 100c, but I made it 200. I wanted it to be an uncompetitive choice, but still usable without crippling the gang. I'd actually like to see the rules completely reworked, starting from nothing. 2nd. ed 40k (well, 40k in general really) has limits that I think close off quite a bit of potential design space.

  19. #19
    Chapter Master Chem-Dog's Avatar
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    Re: Lost Necromunda articles.

    Quote Originally Posted by ntw3001 View Post
    I think it could do with a major rewrite; the setting is easily my favourite part of 40k, but the rules were never quite there IMO. It worked well and delivered a good narrative and a fun game, but there are a whole bunch of flaws
    Your whole post has me nodding in agreement Ntw3001, the quoted text particularly.
    40K spend '09: £205.70.'10: £87.50.'11: £29.00. '12: £89.00. '13: £6.00
    Models painted in 2013: 0.5

    Brimstone. Gone but not forgotten.

  20. #20
    Commander Azazyll's Avatar
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    Re: Lost Necromunda articles.

    Quote Originally Posted by Chem-Dog View Post
    Your whole post has me nodding in agreement Ntw3001, the quoted text particularly.
    Ditto. In particular the stats changes made with third edition, while good for 40k, would not work for Necromunda, as you say. Plus, with so much more information on the background, not only from the wargame itself but also BL and the RPGs, I feel there's a lot more to work with now.

    If FFG could work in tandem with Citadel minis, that would be perfect.

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