Necromunda Underhive (2017)

Ich finde die Gangs aus dem Startset auch wahnsinnig unansprechend. Generell alle Necromunda Gangs die es so gibt. Zum Glück hindert einen nichts daran die Regeln von Gang XY zu nehmen und mit den Miniaturen die einem gefallen zu spielen 😉

Das gilt ja quasi für TT allgemein. Wenn du willst kannst du eine Custodes Streitmacht aus Kronkorken spielen. Irgendwie fühlt sich das aber nicht richtig an. Die verwendeten Miniaturen sollten wenigstens nah dran sein. Ich hätte zum Beispiel nichts gegen eine weibliche Imperiale Streitmacht nach 40K Regeln aus zB Wargame exclusive minis. Eine Goliath Gang aus Orks würde ich aber irgendwie blöd finden. Aber jeder wie er mag
 
Es gibt ja genug Hersteller von Gangmodellen, zB fürs postapokalyptische Setting 🙂 Inquisimunda, Inq28 und Blanchitsu bieten viel Inspiration. Und diverse Imperiale Regimenter und alternative IG Modelle.

Ich würde persönlich niemanden ein Spiel verwehren der mit Orks oder Eldar proxen möchte, ganz im Gegenteil 🙂
 
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Um keine Missverständnisse entstehen zu lassen, natürlich handelt Necromunda überwiegend von Gangfights. Das ist auch weiterhin der Fokus. Sowie das Leben in den Hives (und Aschewüsten) auf Necromunda. Und das ist 40k typisch vielfältig und nicht gerade schwarz-weiß.

Wie schon bekannt Andy Hoare leitet das Necromunda Projekt bei FW. Er (und viele andere die derzeit bei FW/GW arbeiten) schätzt die 1. Edition von 40k sehr. Siehe neben den letzten GW Videos und dem WD auch "sein" Blog (der seiner Spielgruppe):

http://talesfromthemaelstrom.blogspot.com/

Wir werden daher häufiger mal etwas aus Confrontation und Projekten wie Inquisimunda sehen. Andy Hoare hatte das auch schon im Oldhammer Forum angesprochen:

http://forum.oldhammer.org.uk/viewtopic.php?p=89327#p89327

http://forum.oldhammer.org.uk/viewtopic.php?p=89372#p89372

I'm The product manager for the Necromunda release, and I'm as much as an Oldhammerer as anyone on this board, having started the Tales from the Maelstrom blog with Gadge and others back around 2006. I've made the new edition as oldhammer friendly as possible and a couple of people from this very forum have playtested it, so I truly hope it's received in that spirit

Wer ein 40k 2. oder auch 3. Editions-Puritaner ist 🙂 und nun ein Problem hat, muss hier eben mal seine Vorstellungen etwas updaten 🙂 Es wird vieles aus dem original 40k Hintergrund enthalten sein.

Auch Squats

Via Battle Bunnies - aus dem neuen Necromunda

https://4.bp.blogspot.com/-TSn9R3nE...kPi2hzL5l6BIBCiKudR1gCLcBGAs/s1600/squats.JPG

An sich nichts neues, sie wurden schon in den Regelbüchern 40k 6.-8. Edition erwähnt. Mit Modellen würde ich nicht rechnen. Aber der Hintergrund ist wie gewohnt abwechslungsreich. Und wer möchte verwendet eben auch Squats als Kämpfer in den Hives.

Die kommenden Necromunda Releases werden sich wie angekündigt auf Gangs konzentrieren, mit dem ein oder anderen interessanten Hired Guns/Söldner als Ergänzung 🙂
 
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Die kommenden Necromunda Releases werden sich wie angekündigt auf Gangs und Arbites konzentrieren, mit dem ein oder anderen interessanten Hired Guns/Söldner als Ergänzung 🙂

Solange sie nicht wieder solche Seltsamkeiten wie Yrthrian Mardawn und seine Fire Dragons bringen; nicht dass ich etwas gegen neue Farseer hätte, aber wenn hippe Gangster anfangen Aspektkrieger umzunieten, dann passt das nicht in mein 40k-Weltbild (bzw. -Galaxiswandgemälde)
 
Aus dem Q&A auf Twitch mit Andy Hoare

Anthony - Yaktribe

Some other bits and bobs not mentioned yet, from memory...

- A Lord of the Spire scenario is finished which might be in a White Dwarf.
- Talked about working on a scenario based on the fall of Hive Mortis where gangs have to escape from a flood of poxwalkers.
- Possible attack pets in future, such as a big cat for Escher.
- Rules for hangers on are done, but they're still figuring out what the models will be. Possibly both House specific scults, such as a giant butcher Goliath cook, and more generic ones like a Ratling cook.
- Hired gun rules will be in the next supplement.
- The female Goliath mentioned was something one of the sculptors has been playing around with in his free time, so may just be a one-off.
- Possible new leader models. Mentioned the Goliath Leader with the chainsaw hat at least.
- The Turf Wars supplement is just one type of campaign, there will be more.
- Looking to expand the Trading Post a lot. Possible chance of xeno-tech showing up in Outlanders.
- Finishing off House Gangs first by the end of next year, then Outlanders. Possibly adding new outlander gangs. Possibly won't see stuff like Ash Nomads for quite a while.

War of Sigmar

[gekürzt]

Upcoming stuff:

Q: I hope we get a new Mad Donna mini at some point?
A: We will 😛.

Q: Are the Beastman Bounty Hunter rules in Gang Wars? Any other Hired Guns in there?
A: Nope. You will get the rules aswell as a special character card with Gor Half-Horn aswell as all his future friends. It's possible we will get more printed rules with the next supplement though.

Q: What's with Hanger-ons? Where is my Underhive-Hobbit Mastercook?
A: Sadly, Gang Wars has neither rules for hang-ons nor hired guns. Just a little blurb about upcoming releases who will have their own rules with them. Gang Wars only has expanded rules for Goliaths and Eschers, aswell as 3D scenery.

Q: Which Gang is next? How fast are they gonna be released?
A: Orlocks are next. Plan is to release one Gang per quarter (similiar to Blood Bowl). Forgeworld will produce resin upgrades, weapons and characters. Basically, the idea is to have one month Necromunda, one month Blood Bowl, one month Adeptus Titanicus as soon as it's released. Initial six gangs should be out around this time next year!

Q: Will we get rules for a Chaos Cult?
A: Defo down the line. Probably via WD or online, as you already have access to plastic cultists and lots of Forgeworld upgrades.

Q: Will we get rules for the Genestealer Cult?
A: Same as with Chaos Cults - planned down the line, probably via WD/online. A future Trading Post update will also include all the cool Genestealer Cult mining weapons!

Q: What's with pets and beasts?
A: Rules (and prolly models) for them will be released in the future!

Q: Outlander Gangs in the Legacy PDF?
A: Nope, they require specific campaign changes. Not possible with the current rules frame - later!

Q: Hanger-Ons - neutral or gang specific?
A: Both. Still in the concept phase, but ideas for both are there.

Q: Ash-waste Supplement down the line?
A: Something that can be done in the future. For now the focus is on the initial six gangs, with support for Genestealer/Chaos as they already have models. After that Outlanders and stuff like Arbites, Ratskins, Wyrds.
 
Hier einige der Taktikkarten:

Gang tactics:
Hidden Passage
Play this card at the start of your turn, immediately before activating a fighter.
Place an unused Ductway marker anywhere on the board, following the normal rules for placing a ductway.

Blood Debt
Play this card when one of your fighters is taken Out of Action by an enemy fighter's attack.
For the rest of the battle, add 1 to the result of any hit rolls for fighters from your gang when they target the attacker. Tuck this card under the attacker's Fighter card as a reminder.

Lucky Find
Play this card when activating a fighter with a weapon that is Out of Ammo.
One of the fighter's weapons is automatically reloaded at the cost of one action — no Ammo check is required.

Group Tactics
Play this card when it is your turn before activating any fighters.
Instead of activating one fighter, activate up to three fighters (in the same way as making a Group activation) Each of them must make the same action.

Melta Trap
Plays this at the start of the battle, when setting up your gang.
Pick one of your fighters to carry the melta trap and put this card under their Fighter card. Once during the game, the fighter can make this action:
Set Melta Trap (Double)
Place a Melta Trap marker within 1" of the fighter. Then, they can move up to D6"
If the fighter goes Out of Action before making this action, roll a D6. On a 1, the trap is triggered (centred on the fighter's base). On a 2-3, place a Melta Trap marker where the fighter stood. On a 4+, discard this card.

...Click
Play this card after an enemy fighter <word> an attack with a ranged weapon.
The weapon immediately <word> Out of Ammo as if it had failed an Ammo check.

Rigged Door
Play this card immediately after an enemy fighter makes an action.
Pick any door on the board and either close or open it. If closing a door and there is a fighter standing in the doorway, they must test to see whether they avoid the closing door as normal.

Frag Trap
Play this at the start of the battle, when setting up your gang.
Pick one of your fighters to carry the frag trap and put this card under their Fighter card. Once during the game, the fighter can make this action:
Set Frag Trap (Double)
Place a Frag Trap marker within 1" of the fighter. Then, they can move up to D6"
If the fighter goes Out of Action before making this action, roll a D6. On a 1, the trap is triggered (centred on the fighter's base). On a 2-3, place a Frag Trap marker where the fighter stood. On a 4+, discard this card.

Last Gasp
Play this card when one of your <word> fighters is taken Out of Action.
Before the fighter is removed from play, they can immediately make an attack. This is as close combat attack if they are Engaged, otherwise it is a ranged attack. If they are equipped with a grenade that has the Blast trait, and the Blast marker is centred on them, it will not scatter.
As soon as the attack has been resolved, the fighter is removed from play.

Makeshift Armour
One of your fighter can spend an action to play this card.
Tuck this card under the fighter's card, while it is there, their armour save is treated as one point better than it is (a 5+ Save is treated as a 4+ Save, for example), if any save roll for the fighter is a 1 (before modifiers), discard this card after resolving the attacks).

Escher tactics:
Gas Trap
Play this at the start of the battle, when setting up your gang.
Pick one of your fighters to carry the gas trap and put this card under their Fighter card. Once during the game, the fighter can make this action:
Set Gas Trap (Double)
Place a Gas Trap marker within 1" of the fighter. Then, they can move up to D6"
If the fighter goes Out of Action before making this action, roll a D6. On a 1, the trap is triggered (centred on the fighter's base). On a 2-3, place a Gas Trap marker where the fighter stood. On a 4+, discard this card.

Scrag
Play this card after both gangs have been set up at the start of the battle, before the first round begins.
Enemy fighters must make a Nerve test if they are within 9" rather than 3" (they must still be visible). In addition, subtract 2 from the result of any Nerve tests made for fighters within 3".

Stealthy Advance
Play this card after both gangs have been set up at the start of the battle, before the first round begins.
Up to half of the fighters in your crew (rounding up) can immediately make a Standard Move.

Counter-Charge
Play this card when an enemy fighter makes a Charge action, after they move but before they make their attacks.
Pick a Readied fighter from your gang. They can make a Standard Move (adding D3" to the distance they can move, as though they were charging) towards the enemy fighter who charged.
The counter-charging fighter cannot make any attacks, but they can make Reaction attacks and grant assists/interference as normal.

Goliath tactics:
Inhuman Resilience
Play this card instead of activating a fighter on your turn.
Each of your Pinned fighters immediately stands up. then make a recovery roll for each Injured fighter in your gang, treating Out of Action results as Seriously Injured.
Unstoppable Behemoth
Play this card after an attack is made against one of your fighters, before the Injury roll (if any) is made.
The attack has no further effect — no Injury roll is made. In addition, if your fighter is pinned, they immediately stand up.

Brutal Charge
Play this card when one of your fighters makes a Charge action.
For the duration of the action, the fighter's Movement characteristic is increased by 2", and their Attacks characteristic is increased by 1. In addition, any attacks they make gain the Knockback trait.

Stimm Surge
Play this card when activating a fighter.
Tuck this card under the fighter's card. While it is there, the fighter's Move, Strength and Toughness are each increased by 1. In each End phase, roll a D6. On a 1, the card is discarded and an Injury roll is made for the fighter, using a Damage of 2. On a 2, the card is discarded. On a 3, the fighter suffers a Flesh Wound but the card remains in play.
 
Bin auch schon sehr gespannt, wird für mich auch ein Wiedereinstieg in das Hobby nach langer Zeit 🙂

Hier gibt es Näheres zu den 3D-Regeln in Gang War: https://war-of-sigmar.herokuapp.com/bloggings/2579

Also ich glaube für einen WIedereinstieg eignet sich Necromunda doch ganz gut. Alternativ kann ich Dir natürlich Horus Heresy empfehlen, aber dafür gibts ja einen extra Thread.
Nochmal zu Necromunda:
Die Qualität der Figuren überzeugt mich mal sowas von, der Typ von Goliath mit der Zigarre im Mund ist cool! High quality miniatures & high quality tech bases- echt gut. Die Story ist auch gut (Gang War auf einem Wüsten- Asche Planeten). Abgesehen vom release warte ich noch ein paar gameplays ab, mich würde auch interessieren ob weitere Häuser annonciert werden .... Im übrigen, würd mich freuen, wenn es die Tech Bases auch in anderen Sets gebe (Dark Imperium, HH,..), würde den Preis natürlich nach oben treiben, aber die Figuren wären dann meines erachtens perfekt....Bei HH habe ich die FIguren auch auf den Standard Bases belassen, mit denen bin ich zwar zufrieden, aber Tech Bases sehen meist am besten aus.