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Thread: Necromunda

  1. #1
    Commander worldshatterer's Avatar
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    Necromunda

    One of my buddies is starting up a Necromunda campaign, and i haven't played since they first released the boxset . I've read the living rulebook,and am glad that i've got a good collection of imperial guard stuff as its gona make modelling gangs so much easier and cheaper .

    So what do people think of necromunda at the moment?any recomendations for house rules? general player experience, gang choices, tactics,etc . help me get back into the necromunda mood .
    No Retreat, No Remorse

  2. #2
    Chapter Master
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    Re: Necromunda

    If you have the stuff for the original rules, use those. The 2nd edition isn't quite as good.

  3. #3

    Re: Necromunda

    I'm just getting back into it again after a hiatus of about 5 years.

    I'm still using the original books, as we have never had any trouble with the rules, so we went with the "if it ain't broken, don't fix it" mentality.

    Apparently the new gang specific weapon lists are very unpopular - depending on which house you use, and I have also heard rumblings against the new flamer rules.

    I personally feel that the older miniatures are far superior to the new, and I am going to great lengths at great expense to pick up some of the Escher miniatures.

    However, there is nothing wrong with using other miniatures, and your point about ease of modeling is one well worth considering - especially if you are planning a long campaign.

    I feel it is one of GW's best games.
    Good luck with it.

  4. #4
    Chapter Master athamas's Avatar
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    Re: Necromunda

    the rules arnt that bad, though as noted the weaopon selection is a pain!

    a heavy stubber is almost mandatory, unless you have lots and lots of terain, as its range and killing power is unparraled this early in the game, if you are feeling mad, get 2, though you will be out numbered, and out monuvered!

    plasma guns are fun... i was playing as a vansaar gang, and had much fun melting ppl to slag, if you hit, high power is a must (as is a shot gun for the guy) as it lets you have D3 shots, and is high impact!

    shotguns must have manstoppers, else you will never hit,

    if you have played the origional you should know the basics, but remember after ~ 3-4 games, swap all your equipment around, to better fit with your gang! (the guy with the lasgun has ws5, whilst the BP and CCW had BS5.... something is not right!)

    also, always take lasguns if able, they are far superior to auto guns!

  5. #5
    Chapter Master Rathgar's Avatar
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    Re: Necromunda

    Quote Originally Posted by athamas
    also, always take lasguns if able, they are far superior to auto guns!
    Yer, that’s a bit of a problem. Some weapons are just redundant. I tend to take Autoguns not because of the rules for them but because they just feel more right in this kinda of gang warfare.
    “Who knows what horrors lurk beneath the Trapdoor?”

  6. #6
    Lord Assassin Brimstone's Avatar
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    Re: Necromunda

    I've just finished my first Necromunda campaign playing as Escher and had great fun culminating in a five way battle on Wednesday to decide the winner (A Ratskin gang thanks to his dangerous terrain roll)

    I didn't play the original so the house weapon rules while a pain were not a big a issue as they could have been.

    The printed rulebook is very very crappy though, missing bits like the flamer rules amongst other things. The overuse of lasguns is annoying though, I'd agre that autoguns are much more suitable.

    I'm just looking forward to the next one though as I'm going to use a Redemptionist gang.
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  7. #7
    Commander worldshatterer's Avatar
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    Re: Necromunda

    I was talking with my mate whose organising the necromunda campaign i shall probably be in. hes very keen on the old rules, but as hes the only person with the original book, we're using the living rule book as the only standard we all have access to . Just from looking at it though, we've already agreed to skip on the house weapons restrictions, and will probably use the old rules for flamers .
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  9. #9
    Librarian Tulkas's Avatar
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    Re: Necromunda

    Apart from the Cathing Fire rule being dropped, the flamer hasn't changed, has it? Except that it's template changed along with the new templates.
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  10. #10
    Brother Sergeant NetDiver's Avatar
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    Re: Necromunda

    Quote Originally Posted by Tulkas
    Apart from the Cathing Fire rule being dropped, the flamer hasn't changed, has it? Except that it's template changed along with the new templates.
    Those are the only changes. BTW, the new plastic flamer templates are the same size as the old cardboard flamer templates.
    Getting back to frontlines of gaming...

  11. #11

    Re: Necromunda

    I'm not overly sure on the new flamer rules, like I mentioned, I'm still working with the original rules.

    However, looking at other forums which deal with Necromunda, people were complaining about flamers and the loss of character and effectiveness. How true people find this I am unsure of.

    i'm just going with what I have been able to research

    Cheers

  12. #12

    Re: Necromunda

    flamers used to set people alight...then if they didn't go down, they'd run around 2d6 n a random direction screaming, burning and igniting people they came into contact with -frickin' hilarious

  13. #13
    Brother Sergeant Pez's Avatar
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    Re: Necromunda

    We still use the old flamer rules, it's just so much fun! Also, I use Redemptionists so it was always fun flaming everything in sight, then blowing up when your exterminator was used.

    I like the new rules for Redemptionists, but they do take time to get used to - they're so different to every other gang out there.

    We also changed the BS/WS roll on experience advances to a choice, like in Mordheim - seemed more appropriate, particularly for heavies - the amount of gangs with WS6 and BS2 heavies in our campaigns was getting ridiculous.

    It might seem like we're fiddling with game balance, but it felt weird to have a guy spend all game shooting from the rooftops, not getting within ten yards of the enemy, then get a WS bonus.
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  14. #14
    Disgraced Inquisitor Captain Brown's Avatar
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    Re: Necromunda

    My group only used the old rules. Never had any problem with them...well I did not as I played the Ratskins and my gangers tended to survive to become experienced where other players tended to drop gangers the moment they suffered a permanent injury.

    As for the skills sometimes not working out perfectly...just ask our Orlock player. I finally jumped his heavy bolter carrying tough with a couple of Braves, giving my war whoops and fully expecting to drop him quickly and move on. Unfortunately he had WS5 and quickly did in my little Ratskin warriors. This brought him much joy and a play on our wall of fame. (wall of fame: Corkboard where we left challenges, pictures, grudges, news, etc)

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  15. #15
    Commander worldshatterer's Avatar
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    Re: Necromunda

    Just thought i'd put WIP shots of my first couple of gangmembers up, to show what necromunda based fun can be had with modern plastics and a good bits box.

    Heavy with heavy stubber-
    http://i16.photobucket.com/albums/b5...machinegun.jpg
    http://i16.photobucket.com/albums/b5...dskoolfool.jpg

    Juve with stubgun-
    http://i16.photobucket.com/albums/b5...kthehammer.jpg
    http://i16.photobucket.com/albums/b5...eforaction.jpg

    Ganger with shotgun-
    http://i16.photobucket.com/albums/b5...rer/booyah.jpg
    No Retreat, No Remorse

  16. #16

    Re: Necromunda

    I can't stand the new Necromunda rules.

    I still have my old Ashwaste Nomads, and my friends and I play using the old rulebook (with crazy flamers!).

  17. #17
    Commander worldshatterer's Avatar
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    Re: Necromunda

    did they get round to making official models for the ashwastes nomads?
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  18. #18
    Veteran Sergeant Grimlaw's Avatar
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    Re: Necromunda

    Quote Originally Posted by Rathgar
    Yer, that’s a bit of a problem. Some weapons are just redundant. I tend to take Autoguns not because of the rules for them but because they just feel more right in this kinda of gang warfare.
    Just like my Goliath gang, I arm them all with axes.

    Not as functional as swords or chainswords, but, a gang of Goliaths, all armed with axes and side weapon (autopistols or boltpistol), or with axes and autoguns or boltguns, looks apropriate.
    One shot, one kill.

  19. #19

    Re: Necromunda

    @Worldshatterer: Like your guys - what house are you going to play as? The beefy muscle-y look makes me guess Goliath, but then the helmets make me think maybe Cawdor... you''re going to tell me it's neither, aren't you...

    My personal fave are the Delaques (love those long coats) although it does mean I'm stumped as far as converting from the ground up is concerned - I'm kinda limited to weapon swaps and adding the occasional fitting mini ('The Colonel', my leader, is the Steel Legion Commissar + plasma gun).

    Flippin' great game.

  20. #20

    Re: Necromunda

    If you're going to use the Outlander gangs or outlaws in general, use the updated rules - I can't stress that enough. Frankly, that supplement, while cool, was not the best balanced thing I've ever seen. Unkillable Ratskins (only 1 in 36 chance of death after being taken out...), who can totally ignore even the really nasty environmental effects? Scavvy gangs that can become heinously rich through cannibalism? Outlaws generally having better kit and being richer than non-outlaw gangs? Redemptionists with hordes of one-shot flamers?

    Partly it's just me being bitter that my Van Saars always used to get thrashed by my friends' Ratskins and Redemptionists, mind.

    Norm

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