It's a double edged sword. There is no head tradition rules team youd expect to see, just Andy and his team who work on all the games and they help each other out and do talk with play testers but nothing that the average person would think they have or would do (imho). They obviously have set...
I've watched a few interviews of the rules writers, and they admit they often forget things or didnt realize how some rule would interact with another. Worse still there is one lead designer and writer for each book. Not a unified team or end game. Who guide it along or keep it in check with the...
Yeah, its moments and combos like this when rule zero and arbiters come into play. I never tell people not to min max but necromunda is one of the few games where you need to go in with the mindset of gentlemanly gaming. I'm also glad they include that in the rules: you're here to have fun not...
Can confirm what everyone else is saying. I own every card deck themed released and this is by far the only one I'd say you can and should pass on. It doesnt add anything that you dont already have. And not particularly useful for standard games. I do however think these are good for gang raid...
I know when I first buy a new gang I spend hours plotting out how I want to build the models and look over the sprues and the rules to see what I can build and what I think I should build. Has a hobbyist and nerd I like variety, I try to at least build one primary of everything in the box. This...
I really hate the look of the death maidens but I live the rest. Bows and pets make sense and my niece who plays escher says she lives thr death maidens so they do appeal to some.
Thorgor makes a good point as do the others. But necromunda is about fun. I'd allow it and encourage that in my group just makes sure everyone is on the same page and in agreement
Broken fighters is one of the worst things that can happen. I recommend you do another read of what happens. A broken fighter flees and loses their activation*. It's not only a flash grenade but also makes your opponent lose complete control and makes them vulnerable to melee big time. Lastly...
It depends on your group. My buddy and I play 2-3 games a session. But when I play with my niece we generally just do one. And same for my nephew. As the arbiter though, have to make sure they dont fall to far behind. This can be done with having a second gang for those who play more or making...
FAQ affirmed you reuse them after every battle. Makes them worth while in my eyes but I see why others think they might be OP if abused. Will use them in my next few battles and report back
Double XP is not a bad idea. In my campaigns that was the biggest limiter. I outright did away with the XP penalty on advancements and we allowed things that lead to deaths to grant XP. Everyone was happy with it.
I'd allow it for rule of cool but krak is not a blast weapon nor has rules to hit multiple targets so rules as written. Pick one to attack, but rule of cool hit both.
It only slowed me and my buddy down two or three times, after than we had it memorized. Just like any game you pick it up quicker if you play it rather than just reading it
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