Post by Malcadon on May 6, 2017 2:13:03 GMT
For those, like me, who have not been keeping up with Games Workshop news and announcements, but are hardcore Necromunda fans, will I got some news for you!
After years major fuck-ups with Games Workshop's business model, they are finally seeing the big picture. They had a shack-up in management and they are desperate to do what it takes to not go under. One of the (more reasonable) things they have been doing is bringing back games that have been relegated to their Specialist Games subsidiary, like BloodBowl and Warhammer Quest. They are not re-releases, but entirely new editions with new miniatures made for them. But instead of bring back Necromunda, they rehashed the rules and made. . .
This is a skirmish-level game of Warhammer 40,000 using revised Necromunda rules. (Although, technically, the main Warhammer games are "skirmish-level", but a better term would be "company-level" skirmish games, with games like Necromunda and Shadow War being "squad-level" skirmish games.)
Where Necromunda is about hive gangs fighting in the Underhive (basement level) of Hive Primus, on planet Necromunda, Shadow War: Armageddon is about "kill teams" of Space Marine Scouts fending off an Ork invasion within Hive Acheron on planet Armageddon. Just like Necromunda, yourgang Kill Team is a small force (100 point WH40k equivalent unit) of 3 to 10 men. The rules are a port of Necromunda, but tweaked here and there (with some Mordheim, "Living Rulebook" rules, and even some original ideas) to make it a little better. Where in Necromunda you can play two of the six hive gangs (House Orlock and House Goliath) out-the-box, SW:A comes with Space Marine Scouts and Ork Boyz.
If you like games focused on the heroics of a small force with the ability for the team to grow and develop, and you want to play beyond the brawls of Underhive gangs, than this is the game for you! Unlike Wharhammer 40,000, you can fit your Kill Team with different weapons and equipment. Surviving a fight means getting experience, new skills, better gear, reinforcements, and (for good or ill) reserving injuries. One advantage this games has over Necromunda is that advancement is made with greater simplicity and there is less of a risk to fall into a death spiral: A condition in Necromunda and Mordheim were setbacks early-on, like injuries and loses, makes it hard to catch-up as the other gangs grow in power through normal game-play. Unlike the original Necromunda box set, you can now buy the components of the SW:A box set individually. Instead of having players buy a "Kill Team set" with miniatures and rules, GW provides free PDFs to field the following Kill Teams: Adepta Sororitas, Chaos Space Marines, Dark Eldar Wych Cult, Craftworld Eldar, Genestealer Cult Hybrid, Grey Knights, Harlequin Troupe, Inquisition, Necron, Skitarii Ranger, Tau Pathfinder, and Tyranid Warrior. That is, they assume that you'll buy a 40k Squad Set and just print-out the Kill Team rule sheet and play.
There are some major issues with game balance. Some units have a slight advantage for what the figure or weapon costs. One effect of this is that Space Marines and demons are not available due to them being overpowered. There are no vehicle rules. Although, the game is still new, and hopefully GW would continue to support this line with new rules and units.
Although I noted that the rules are "a little better" to Necromunda, I meant that its better than the initial rules that came with the old box set (called by fans as "ORB" or "Original Rulebook"). A lot has change since 1995: In 2003, Specialist Games released their "Living Rulebook" ("LRB"), which greatly improved upon and clarified the rules, and was meant to be a continues effort, but ended with the passing of one of their key members. Around 2014 the fans made started our own rule-set called the "Community Edition" (or "NCE"). Like the LRB, it not just improved upon the rules, but also expanded upon the game while keeping the core of the game largely the same. So yeah, SW:A is a better game, but its still does not compare to the current Necromunda game.
The core Necromunda rules was not an island into itself. As so much was added to the game over the years, and with a number of spinoff (like Gorkamorka and Mordheim), magazine articles and supplements (Outlanders) that went in to it, you will find a TON of useful rules you can add to SW:A. For example, Gorkamorka was basically "Necromoo-da wi'd Orkz 'nd Mah'd Max vehicle rulez", so players can cannibalize the vehicle rules to have combat bikes and biggies in their games. Outlanders introduced a lot of useful rules that can be added to SW:A, like hazardous conditions, a bestiary, playing the game as an RPG with an "Arbitrator" player, and so much more!
The reasons why I'm not shelling out money to buy this new game set is that I already have the ORB and NCE rules at hand, I'm too broke to buy their overpriced shit, and I'm still burned on GW's bullshit.
If you got the money to burn and never got the chance to play classic Necromunda, than track down an old copy — this still just as expensive! But if you like Necromunda but rather play with 40k units, than this is your game.
After years major fuck-ups with Games Workshop's business model, they are finally seeing the big picture. They had a shack-up in management and they are desperate to do what it takes to not go under. One of the (more reasonable) things they have been doing is bringing back games that have been relegated to their Specialist Games subsidiary, like BloodBowl and Warhammer Quest. They are not re-releases, but entirely new editions with new miniatures made for them. But instead of bring back Necromunda, they rehashed the rules and made. . .
SHADOW WAR: ARMAGEDDON
This is a skirmish-level game of Warhammer 40,000 using revised Necromunda rules. (Although, technically, the main Warhammer games are "skirmish-level", but a better term would be "company-level" skirmish games, with games like Necromunda and Shadow War being "squad-level" skirmish games.)
Where Necromunda is about hive gangs fighting in the Underhive (basement level) of Hive Primus, on planet Necromunda, Shadow War: Armageddon is about "kill teams" of Space Marine Scouts fending off an Ork invasion within Hive Acheron on planet Armageddon. Just like Necromunda, your
If you like games focused on the heroics of a small force with the ability for the team to grow and develop, and you want to play beyond the brawls of Underhive gangs, than this is the game for you! Unlike Wharhammer 40,000, you can fit your Kill Team with different weapons and equipment. Surviving a fight means getting experience, new skills, better gear, reinforcements, and (for good or ill) reserving injuries. One advantage this games has over Necromunda is that advancement is made with greater simplicity and there is less of a risk to fall into a death spiral: A condition in Necromunda and Mordheim were setbacks early-on, like injuries and loses, makes it hard to catch-up as the other gangs grow in power through normal game-play. Unlike the original Necromunda box set, you can now buy the components of the SW:A box set individually. Instead of having players buy a "Kill Team set" with miniatures and rules, GW provides free PDFs to field the following Kill Teams: Adepta Sororitas, Chaos Space Marines, Dark Eldar Wych Cult, Craftworld Eldar, Genestealer Cult Hybrid, Grey Knights, Harlequin Troupe, Inquisition, Necron, Skitarii Ranger, Tau Pathfinder, and Tyranid Warrior. That is, they assume that you'll buy a 40k Squad Set and just print-out the Kill Team rule sheet and play.
There are some major issues with game balance. Some units have a slight advantage for what the figure or weapon costs. One effect of this is that Space Marines and demons are not available due to them being overpowered. There are no vehicle rules. Although, the game is still new, and hopefully GW would continue to support this line with new rules and units.
Although I noted that the rules are "a little better" to Necromunda, I meant that its better than the initial rules that came with the old box set (called by fans as "ORB" or "Original Rulebook"). A lot has change since 1995: In 2003, Specialist Games released their "Living Rulebook" ("LRB"), which greatly improved upon and clarified the rules, and was meant to be a continues effort, but ended with the passing of one of their key members. Around 2014 the fans made started our own rule-set called the "Community Edition" (or "NCE"). Like the LRB, it not just improved upon the rules, but also expanded upon the game while keeping the core of the game largely the same. So yeah, SW:A is a better game, but its still does not compare to the current Necromunda game.
The core Necromunda rules was not an island into itself. As so much was added to the game over the years, and with a number of spinoff (like Gorkamorka and Mordheim), magazine articles and supplements (Outlanders) that went in to it, you will find a TON of useful rules you can add to SW:A. For example, Gorkamorka was basically "Necromoo-da wi'd Orkz 'nd Mah'd Max vehicle rulez", so players can cannibalize the vehicle rules to have combat bikes and biggies in their games. Outlanders introduced a lot of useful rules that can be added to SW:A, like hazardous conditions, a bestiary, playing the game as an RPG with an "Arbitrator" player, and so much more!
The reasons why I'm not shelling out money to buy this new game set is that I already have the ORB and NCE rules at hand, I'm too broke to buy their overpriced shit, and I'm still burned on GW's bullshit.
If you got the money to burn and never got the chance to play classic Necromunda, than track down an old copy — this still just as expensive! But if you like Necromunda but rather play with 40k units, than this is your game.