Post by Aaron on Feb 1, 2005 10:15:44 GMT 12
Ok so this was released by GW about 10yrs ago and is now part of its specialist-games range, which means you can download the rules free (well almost they have been coming next week for about 3 months now) and its still supported with miniatures (not available in NZ/OZ). One of the good things about Necro is that its WYSIWYG and almost any style of Sci-fi model can be fitted in so there is lots of scope for individuality and conversions. From a modeling point of view its brilliant as you only need 8-15 miniatures for a complete gang so you can put more time and effort into each piece and create something special!
The rules are very good. They are basically the 2nd edition 40K rules. They are quite detailed with many different types of ranged weapons from pistols to shotguns to lascanons (altho a might unnecessary when you’re only gonna be shooting at un-armoured humans). Also close combat (CC) has a large range of weapons and the CC system is the biggest difference to the current 40K system. Its quite confusing to start with but works well for small skirmishes (hideous for large battles). There is also a big range of items, from combat drugs to gun-sights to armour that can be purchased during a campaign.
Every fighter is represented individually and has their own stats so it’s quite personal, there are no faceless grunts here! You get 1000creds to spend and you have one leader who has the best stats and gets the cool weapons, then the choice of 2 heavies who have access to the special & heavy weapons (surprise that!) like heavy bolters, flamers & missile launchers, your gangers are your main fighters, also your source of income as they work your territories after the battle then juves are your cannon fodder, nice and cheap, not too good but they advance quickly and with some good advance rolls can quickly become very useful.
The campaign system is where it takes off. You start with green troops but every battle you fight you get experience and the more damage you do the more you learn. Leaders also earn XP for winning. Once you hit certain levels you get to roll for advances, now this is totally random and really controls the direction each fighter takes, sometimes this is incredibly frustrating when your heavy with his Missile launcher has BS 3 and WS 5 but hey, tough luck give him a flamer and send him into the fray. All in all gangs do develop in the way they are supposed to as you also get skills to go with the stat increases and each gang is limited to the type of skills they can get. Like Combat, Stealth, Techno, shooting etc.
The only real downside of this game is the very basic movement rules and the fact it came out during GW power gaming phase (you remember when every army that was released had more special rules and better stats than everything that came before, basically collect the new one or lose every game) so the supplement that came out (Outlanders) those gangs are better/harder/faster/stronger than the house gangs. Also the movement rules (the main part of any war game) are a bit weak. But there are plenty of house rules around (for instance I came up with ways to jump, climb, run and jump etc that didn’t unbalance the game and allowed models to jump up and grab gantries then clamber up (for instance))
The other good thing is these battles only last 1.5 hours or so, so you can easy fit one in after dinner or between work and dinner something like that. If you’re after more info visit www.specialist-games.com and then click on Necromunda, the rules will be up one of these days. Mordheim is a very similar game (not as good more simplistic) but set in the fantasy world but still fun squad size games with the whole campaign thing.
Necromunda is my favourite (that and WHFB) game and even after all these years every 6 months or so I come back round for another campaign.
The rules are very good. They are basically the 2nd edition 40K rules. They are quite detailed with many different types of ranged weapons from pistols to shotguns to lascanons (altho a might unnecessary when you’re only gonna be shooting at un-armoured humans). Also close combat (CC) has a large range of weapons and the CC system is the biggest difference to the current 40K system. Its quite confusing to start with but works well for small skirmishes (hideous for large battles). There is also a big range of items, from combat drugs to gun-sights to armour that can be purchased during a campaign.
Every fighter is represented individually and has their own stats so it’s quite personal, there are no faceless grunts here! You get 1000creds to spend and you have one leader who has the best stats and gets the cool weapons, then the choice of 2 heavies who have access to the special & heavy weapons (surprise that!) like heavy bolters, flamers & missile launchers, your gangers are your main fighters, also your source of income as they work your territories after the battle then juves are your cannon fodder, nice and cheap, not too good but they advance quickly and with some good advance rolls can quickly become very useful.
The campaign system is where it takes off. You start with green troops but every battle you fight you get experience and the more damage you do the more you learn. Leaders also earn XP for winning. Once you hit certain levels you get to roll for advances, now this is totally random and really controls the direction each fighter takes, sometimes this is incredibly frustrating when your heavy with his Missile launcher has BS 3 and WS 5 but hey, tough luck give him a flamer and send him into the fray. All in all gangs do develop in the way they are supposed to as you also get skills to go with the stat increases and each gang is limited to the type of skills they can get. Like Combat, Stealth, Techno, shooting etc.
The only real downside of this game is the very basic movement rules and the fact it came out during GW power gaming phase (you remember when every army that was released had more special rules and better stats than everything that came before, basically collect the new one or lose every game) so the supplement that came out (Outlanders) those gangs are better/harder/faster/stronger than the house gangs. Also the movement rules (the main part of any war game) are a bit weak. But there are plenty of house rules around (for instance I came up with ways to jump, climb, run and jump etc that didn’t unbalance the game and allowed models to jump up and grab gantries then clamber up (for instance))
The other good thing is these battles only last 1.5 hours or so, so you can easy fit one in after dinner or between work and dinner something like that. If you’re after more info visit www.specialist-games.com and then click on Necromunda, the rules will be up one of these days. Mordheim is a very similar game (not as good more simplistic) but set in the fantasy world but still fun squad size games with the whole campaign thing.
Necromunda is my favourite (that and WHFB) game and even after all these years every 6 months or so I come back round for another campaign.