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> Shadow War vs Necromunda
Krefey
post Apr 26 2017, 01:36 PM
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Had some games of Shadow War last night, certainly felt like the old necromunda, with a few interesting (and in some cases surprising) changes.

- sustained fire is just a D3, no jam results and each shot is fired separately like the updated version of Necro (so potential for multiple ammo rolls)
- parry works differently. Now you can only parry if the opponent's dice value is higher than your highest dice. So if you both have 1 attack and both roll a 5, you aren't allowed to parry. This was the most surprising change for me.
- skills are rolled as 2D6 pick which skill from that roll you want.
- getting a skill is now the easiest advance to get, being from 5-9. I assume they did this to limit statistic advances so you don't end up with some WS / BS 10 monster.
- Income is spend it or lose it (in campaign mode)
- Ammo rolls are on 2D6 now

The rest of it played pretty much like Necro used to as far as I could tell.


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Borzag
post Apr 26 2017, 02:04 PM
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QUOTE(Krefey @ Apr 26 2017, 01:36 PM) *

Had some games of Shadow War last night, certainly felt like the old necromunda, with a few interesting (and in some cases surprising) changes.

- sustained fire is just a D3, no jam results and each shot is fired separately like the updated version of Necro (so potential for multiple ammo rolls)
- parry works differently. Now you can only parry if the opponent's dice value is higher than your highest dice. So if you both have 1 attack and both roll a 5, you aren't allowed to parry. This was the most surprising change for me.
- skills are rolled as 2D6 pick which skill from that roll you want.
- getting a skill is now the easiest advance to get, being from 5-9. I assume they did this to limit statistic advances so you don't end up with some WS / BS 10 monster.
- Income is spend it or lose it (in campaign mode)
- Ammo rolls are on 2D6 now

The rest of it played pretty much like Necro used to as far as I could tell.

We had a SW:A event up here at IF on the weekend. My Guard Astra Milicyrus got spanked around the table for a bit smile.gif pretty good fun actually.

Parry: MORDHEIM parry. Actually seemed legit. Don't think it came up all that much though as my main CC dude had Frenzy (no parry for you, you crazy bastard).

The big thing is the missions; we had one round where aside from one guy, everyone had finished within the first 20 minutes. So you are going to have to keep an eye on those, as some do favour certain builds.

Other than that I rate it smile.gif

EDIT: One thing that may need to be clarified, for Skills you roll 2D6 *ON THE SAME TABLE*. No "I don't know which table I want so I'll go for one of each" shenanigans. You've got more control on which skill you want as is, deal with it. Oh and if you roll doubles, reroll one.

Again, I rate it smile.gif


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QUOTE(Bajau @ Nov 14 2007, 06:56 PM) *
Mate I'll pay MONEY to sit there and watch Jose get Whupped..Never seen someone lose which such style!
QUOTE(Big_al @ Nov 3 2008, 08:46 PM) *
The first rule about fight club is that you have to fight borzag
QUOTE(Wombats @ Aug 8 2012, 11:00 AM) *
Excuse me, I need to go change into tighter pants, there are some people in a ten mile radious who do not have intimate knowledge of my junk.
QUOTE(Borzag @ May 3 2013, 09:21 PM) *
it's now gotten to the point where I have a Pavlovian montage response: if montage music plays, I lift and/or burpees
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Kordos
post Apr 26 2017, 02:33 PM
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I found, (and enjoyed) that the game was less punishing than Necro or Gorkamorka

Even if you lost a mission or two you could still fight and advance and were not crazy outclassed

I remember playing Gorkamorka and Necromunda and if you lost a few missions you could very easily be in a situation where you were better off restarting your gang


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Krefey
post Apr 26 2017, 02:46 PM
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QUOTE(Kordos @ Apr 26 2017, 02:33 PM) *

I found, (and enjoyed) that the game was less punishing than Necro or Gorkamorka

Even if you lost a mission or two you could still fight and advance and were not crazy outclassed

I remember playing Gorkamorka and Necromunda and if you lost a few missions you could very easily be in a situation where you were better off restarting your gang


that's true. They changed the injury table. It's a d6 roll now, not d66

the other thing to note is that the weaker kill teams like guard and stealer cults are likely to come into their own later in a campaign once they've buffed their numbers. The league I'm playing in, a chaos player lost his chaos marine leader in the 2nd game. Not going to be able to replace that casualty easily.


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Borzag
post Apr 27 2017, 10:52 AM
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Random, but Kref was it you trying to run Necro events @ CanCon? I ask as I get the distinct impression you'd have more success with SW:A.

- Broader appeal: No-one's limited by house gangs, just rock up with your army's particular kill team and you're good.

- Easier progression: As mentioned it's very point and click, no need to track anything bar caches (more on that in a tick) and levelling/injury is a piece of piss.

- Defined win conditions: Dem Promethium Caches. What we did at the last event was use those as the first condition for winning (most caches = win). Now admittedly this may favour a few people who get a few lucky wins in but scenarios and incentives to take Specialists can fix that.

Just a thought.


--------------------
QUOTE(Bajau @ Nov 14 2007, 06:56 PM) *
Mate I'll pay MONEY to sit there and watch Jose get Whupped..Never seen someone lose which such style!
QUOTE(Big_al @ Nov 3 2008, 08:46 PM) *
The first rule about fight club is that you have to fight borzag
QUOTE(Wombats @ Aug 8 2012, 11:00 AM) *
Excuse me, I need to go change into tighter pants, there are some people in a ten mile radious who do not have intimate knowledge of my junk.
QUOTE(Borzag @ May 3 2013, 09:21 PM) *
it's now gotten to the point where I have a Pavlovian montage response: if montage music plays, I lift and/or burpees
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Krefey
post Apr 27 2017, 11:42 AM
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QUOTE(Borzag @ Apr 27 2017, 10:52 AM) *

Random, but Kref was it you trying to run Necro events @ CanCon? I ask as I get the distinct impression you'd have more success with SW:A.

- Broader appeal: No-one's limited by house gangs, just rock up with your army's particular kill team and you're good.

- Easier progression: As mentioned it's very point and click, no need to track anything bar caches (more on that in a tick) and levelling/injury is a piece of piss.

- Defined win conditions: Dem Promethium Caches. What we did at the last event was use those as the first condition for winning (most caches = win). Now admittedly this may favour a few people who get a few lucky wins in but scenarios and incentives to take Specialists can fix that.

Just a thought.


I'm seriously considering doing so next year. Especially if I get my laser woes sorted so I can start making some shadow war terrain. The league structure we are using at Jolt I think is "winning" based on promethium cache count at the end of the league duration. But I'm not 100% sure.

The main issue for me there is that winning generates a random number of promethium caches


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Borzag
post Apr 27 2017, 11:47 AM
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That's what the rules pack is for wink.gif

Say that winning = X amount of caches (fixed) but tokens on the board = a random roll. You've got incentive to run out and grab some, as well as aggressively stopping others from doing so.

THAT SAID. This is actually something we had issues with in our little corner up here; with some skills and some teams it was possible to grab & return tokens before the game. Or all on turn 1 (Harlequins I'm looking at you here). So may want to stop that.


--------------------
QUOTE(Bajau @ Nov 14 2007, 06:56 PM) *
Mate I'll pay MONEY to sit there and watch Jose get Whupped..Never seen someone lose which such style!
QUOTE(Big_al @ Nov 3 2008, 08:46 PM) *
The first rule about fight club is that you have to fight borzag
QUOTE(Wombats @ Aug 8 2012, 11:00 AM) *
Excuse me, I need to go change into tighter pants, there are some people in a ten mile radious who do not have intimate knowledge of my junk.
QUOTE(Borzag @ May 3 2013, 09:21 PM) *
it's now gotten to the point where I have a Pavlovian montage response: if montage music plays, I lift and/or burpees
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iz.hans.iz.good
post Apr 27 2017, 07:45 PM
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QUOTE(Krefey @ Apr 26 2017, 01:36 PM) *

Had some games of Shadow War last night, certainly felt like the old necromunda, with a few interesting (and in some cases surprising) changes.

- sustained fire is just a D3, no jam results and each shot is fired separately like the updated version of Necro (so potential for multiple ammo rolls)
- parry works differently. Now you can only parry if the opponent's dice value is higher than your highest dice. So if you both have 1 attack and both roll a 5, you aren't allowed to parry. This was the most surprising change for me.
- skills are rolled as 2D6 pick which skill from that roll you want.
- getting a skill is now the easiest advance to get, being from 5-9. I assume they did this to limit statistic advances so you don't end up with some WS / BS 10 monster.
- Income is spend it or lose it (in campaign mode)
- Ammo rolls are on 2D6 now

The rest of it played pretty much like Necro used to as far as I could tell.

Seems lot like NCE
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ThatWallyGuy
post Today, 06:36 PM
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Yeah in the end I prefer Necro.. but with this game it is alot easier to have a start and end point and less modeling requirements


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