Necromunda Underhive (2017)

JohnnyHell - DakkaDakka

Some interesting info a friend told me today, from him chatting to Andy Hoare:

- Boxed game to have board tiles as they're cheaper to produce, and be set in a sewer-type environment. Escher and Goliath gangs plus rulebook too, obvs.
- Gangs are being reimagined a little (a la GeneCult) with differences between Houses and fleshed-out background. Goliaths are industrial and have a 'rivet gun'. Escher are chem-specialists and all mix up their own chem weapons - apparently you can see vials on the models. They have some form of chem-thrower Flamer weapon.
- Intending to promote Sector Mechanicus scenery and Zone Mortalis kits for use with Necromunda. Specialist Games couldn't have done scenery but GW coming out with Shadow War made it a possibility.
- He was told that the rules are a tweak of Necromunda. Subsequently surprised to then read from the WHCommunity post that they're 8th-based, as that wasn't intimated by AH.
- Roll to hit and roll to see if ammo test needed apparently now separate. Your dramatic chance hits will no longer always somehow be with your final bullet!
- Models have interchangeable hair, faces and arms. 5-model kit x2 per side. Allows lots of combinations without duplicating poses.

Throw all the salt needed at this but sounds interesting!
 
James Hewitt (Lagoon83) im Necromunda-Thread im DakkaDakka Forum

lagoon83 schrieb:
xerxeshavelock schrieb:
argonak schrieb:
And the alternating activations they've mentioned really has my attention.....Its been since Epic 40k that they tried that.
Not to be pedantic, but Epic: Armageddon also used Alternate Activation, as did the rather excellent Betrayal at Calth. I have a feeling that some design principles may have made it from Calth to here - talk of Action Points for example. The pinning mechanism being that weapons such as bolters remove Tactical Points, reducing enemy actions. Works extremely well, and gives an actual reason to value a basic weapon.

Hey, I heard that Calth and Necromunda were the same designer...
lagoon83 schrieb:
TonyL707 schrieb:
H.B.M.C. schrieb:

Only in July, so potentially after all the work on Necromunda was finalised?

Yep, pretty much.

Sherrypie schrieb:
The man behind (the rather excellent) Calth is James Hewitt, who is currently also busy doing the alternatingly activating Adeptus Titanicus ruleset. It would not surprise me to see that he would also be in this project, given that the non-main games design team isn't very large. Which is a very good thing.

Actually, Titanicus has been done for a while. The rules were shown off at the Heresy Weekender in February. (And yeah, the Specialist Games team only had one writer / game designer...)
TonyL707 schrieb:
lagoon83 schrieb:
Chikout schrieb:
Yup. James Hewlett is active on twitter. He was the lead rules writer on betrayal at Calth, silver tower, Gorechosen, the slyvaneth battletome, bloodbowl, adeptus Titanicus and he said on twitter that Necromunda was his last job before leaving.
As has been said the rules for Adepticus Titanicus were complete a while ago.
He has since started up his own company called Needy cat games.
His resume pretty much encompasses the best GW products of the last three years, so I am pretty confident that Necromunda will be a very good game.

You can find him on twitter at @lagoon83, if anyone's interested.

What a coincidence, his twitter is the same as your dakka profile... wait.... :wow:
Seventyone schrieb:
Any chance of some more hints on the rules or the miniatures or the scenery (or lack of) in the box James?
lagoon83 schrieb:
 
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Ich finde es eine super Idee das Spiel mit einem Spielbrett zu liefern. Wenn jemand kein Gelände hat, kann er erst einmal auf dem Spielbrett Necromunda spielen (oder wenn man einmal keinen Platz außer einem Esstisch hat, wie es bei dreien unserer Spielergruppe ist).
Trotzdem kann man es dann später oder bei Freunden auf einem "geländeüberfüllten" Spielfeld spielen.

Die Ganger sehen auch super aus... Also meine Spielergruppe kann es kaum erwarten. Hypetrain please :happy:
 
Das macht Sinn, und da es sich gut erkennbar um den Stil der Zone Mortalis Geländeteile handelt (abfotographiert wie die Papiermatten in First Strike/Know No Fear?), erhält man damit auch gleich ein paar günstige und platzsparend lager- und transportierbare ZM Spielplatten für 40k/30k. Ich bin zufrieden mit dem gezeigten und kann den Release mittlerweile kaum erwarten.

Das James die Regeln geschrieben hat macht mich optimistisch dass sie gut sein werden. Betrayal at Calth gefiel mir sehr gut. Offensichtlich bekommen wir sog. Skirmish-Regeln fürs freie Bewegen mit Maßband und sog. Underhive-Regeln für die Bewegung auf Kästchen. Eine gute Lösung. Sinnvoll für Neueinsteiger und den Brettspielmarkt.

Mich hatte die Lust auf Necromunda bereits Ende letzten Jahres wieder gepackt hatte, Gelände und erste Gangs (von Mark Copplestone, http://moonrakerminiatures.com/ ) sind soweit spielfertig, wenn auch noch nicht bemalt. Bis November ist es noch ein wenig hin, die Zeit kann man ja gut nutzen um weiter Gelände fertigzustellen. Die MDF Geländestücke von TTCombat kann ich nur empfehlen. Wargames Tournament bietet auch gutgemachtes und bezahlbares Hive Gelände.

Es hieß auf dem letzten FW Open Day dass die Grundbox möglichst günstig gehalten werden sollte. Da die Modelle komplexer und der Plastik-Inhalt scheinbar etwas umfangreicher als bei BB sein wird, dürfte die Necromunda Starterbox wohl irgendwo zwischen 80-105 EUR liegen.
 
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Das Video ist so was von 80er... :wub: Na ja, der Rest eigentlich auch und wird noch dadurch verstärkt, dass in der Grundbox gleich mal die beiden flamboyanten Punkgangs vereint sind.

Gekauft!

Stimme zu. Das Video ist echt geil gemacht von GW. Auch die Spielbox sieht gut aus. Das wird vorbestellt und gekauft. Hoffentlich hat GW genug in Petto...
 
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Von jemandem der auf der Nova testspielen konnte

Via Patch auf Yaktribe.org - ursprünglich FB

xy said:

Can somebody C&P the post? I can't read the comments unless I join the group.

Stuff from the FB post -

- "The gameplay we got to experience in the demo was a quick and dirty 4 on 4 (four players with two models each). The game is fast, but VERY crunchy! Lots of special weapons that have to be carefully considered when you choose to use them.

The models we used were the gang leader/named character models from the cards included in the game, but you can also create your own, and there are blank cards you can write on in the box, which can wipe off to make changes or add things to.

There’s a few different dice, a regular d6, with a “Skreagle” as Adam called it (a skull/eagle), scatter dice for grenades (and grenades cause knockback, which can throw people off of walkways!), injury dice (used for determining how badly you wounded a model, and also rolled when you’re attempting to stand back up after taking a flesh wound), and the ammo dice.

The ammo dice involved a really cool mechanic. Firstly, assault weapons roll to see how many wounds are caused, and weapons that are rare and run out of ammo due to your roll have a 6+ reload roll in the next turn. So if your bolter runs out of ammo, you may be out of luck. Makes your weapon choices very tactical as well."

Everything seemed geared towards tactics — you trade activations per model, so you can fake out your opponent by moving in a way that causes them to expose themselves to an attack by another model. That mechanic also makes multiplayer games way faster and more fun, since everyone is constantly taking turns.


There are also cards which give you the ability to react to an event. We saw one which allowed the Goliath gang to charge and do more damage, one called Last Gasp that gave you a last retaliatory shot against an enemy who just killed you, and one called Blood Debt that gives your gang +1 on attacks against an enemy model who killed one of your gangers.

Bottling was interesting. There’s the possibility of both teams bottling out. Downed models give bottling a negative modifier, as your gang is more likely to run away as their buddies lie dying on the floor.

Being in base to base contact with a downed model allows you to make a coup de grace and kill them.

There were a large number of modifiers, so you really had to consider exactly what advantages and disadvantages you were giving yourself based on what you did.

Adam talked about how the Studio campaign is mapping the Hive for their game. As the gangs take territory, they keep a record of the way the tiles were laid out, and then reuse those maps to fight over existing turf, which sounds very cool.

I'm personally thrilled about the blank cards you can write your own gangers on.

*EDIT*
Missed some bits in the comments section -

"Tiles that match the Zone Mortalis tiles from Forgeworld come in the box. There’s no grid based movement or shooting, that’s all in inches. The boxed set focuses on tunnel fighting in the Underhive, the first expansion is Gang War, and is releasing at the same time, goes upwards and includes more about fighting and moving through vertical space.

I asked Adam if that meant that if we were seeing an expansion that moved upwards into the higher levels of the Hive, did that mean we might see something that moved outwards, into the Ash Wastes. He gave the typical “anything is possible” kind of answer, but it seems that they’re focused on each expansion also expanding the environments you fight over."

In response to a comment about the tiles:

"Yeah, the tiles are just there to be a quick and easy play surface, with some interesting gameplay possibilities. I saw a tile with a bridge over a pit, one that was swamped with toxic green goo, etc. they were all double sided.
 
Ich finde es super, dass sie nicht versucht haben den alten Stil irgendwie in den aktuellen 40k einheitsbrei einzubauen, sondern das ganze bewusst allein gestellt präsentieren. Es spielt zwar im 40k universum, aber es wirkt anders und damit frischer. Das ganze Spiel und der Trailer wirken als wären sie von irgend einer Gw konkurrenz. Das zieht nicht nur die Leute an, die schon ewig dabei sind, sondern auch vielleicht die, die mit 40k bislang nicht so viel anfangen können. Also gleichzeitg Nostalgie und Ausweiterung der eignen IP an mehr Leute (aka diejenigen, die den "80er Mad Max" Stile mögen).
Wenn es sich auch als "brettspiel" spielen lässt, zieht auch das mehr Kunden aus anderen Bereichen an ...
 
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Das kann man mit Mad Max vergleichen. Die Ash Waste Nomaden bekamen damals schon einmal Modelle und eigene Gang-Regeln. Man spielte dann auch außerhalb der Hives. Fahrzeugregeln gab es ebenfalls. Solche Erweiterungen des Spiels erschienen im White Dwarf, Citadel Journal und später im Necromunda und Gang War Magazin. Im Vault von Yaktribe gibt es ein PDF mit allen Artikeln für die 1. Edition von Necromunda, das einen guten Einblick in die vielen Aspekte des Necromunda Settings bietet. Die Artikel zu den Ash Waste Nomaden beginnen ab Seite 160.

Ich verlinke mal nur indirekt (wird von GW aber offensichtlich seit Jahren geduldet)

https://yaktribe.org/community/vault/categories/additional-rules.6/

Dort nach ORB Necromunda Compilation I 2015-11-02 suchen
 
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Habe bisher nur Mordheim (von den "Spezialisten" Systemen) gespielt. Den Namen kannte ich, aber die alten Minis wären eh nicht so ganz meine Sache gewesen.

Die neue Box und die Gangs gefallen mir super, auch das alles "komplett" ist. Spielbrett und 2 Gangs, da kann man schnell jemanden finden zum Spielen, der braucht dann nichts Eigenes. 😉 Coole Sache, wird bestimmt gekauft. :LoL: