How easy is it to go N17 -> NCE w.r.t poss. Attending tribemeet

Galtarr

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Ok. Thinking about Tribemeet, which is NCE.
Just got into Necromunda with N17.
Only played N17 in both skirmish and campaign. Only models I have are N17 from base set and a few upgrades as required by campaign (i.e. +forgeworld Escher upgrades, )
So given I am very unlikely to play NCE before Tribemeet as local interest is only in N17.

How different is NCE?
How easy is it to play with N17 models? How much of a learning curve is NCE, given the need to learn it over a weekend?
How beginner friendly is Tribemeet for non-NCE players? experience from any previous first time NCE at Tribemeet players welcome.
 

Stoof

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Ultimately, NCE is considerably different beast from N17 in its mechanics. Much will be very familiar, but it's all in a different structure.

The turn - NCE is traditional igo-ugo with phases. Movement phase, shooting phase, close combat phase, the end bit. So no activations to spend or turn-about play.

Moving and shooting will be familiar. Shooting is a little different due to the way BS is handled in NCE... but once you get your head round that BS3 means 4+ to hit and BS4 means 5+ to hit you're golden. It's "the rule of 7" - whatever your BS is, subtract it from 7 and that's what you need to roll to hit a generic target (until skills get really high anyway where it goes a bit squiffy). Cover modifiers, wounding etc... essentially the same.

Close combat is very different, but also superior to the N17 version (your mileage may differ :LOL:). Essentially you roll your number of attack dice and pick the highest, your opponent does the same, and you add on your WS and do any modifiers, and the difference between your and your opponents total number is the number of hits inflicted on whoever got the lowest score.

The recovery phase is pretty standard fare - what happened to your down chaps etc.

Gang creation and gang progression is fairly similar and reasonably simple to pick up.

Give the book a good read through and maybe play a game with a few models against yourself to see how things work.

I assume you're an Escher player? You should be able to build a decent and legal gang with what you have at your disposal from the core box and FW upgrades. If you have anything lacking or can't quite do it, I have a full original Escher gang I will not be using on the day and I will gladly lend it to you either to use as a whole or to fill gaps in your own.

TribeMeet for new players... should be fine to be honest! At the first meet there were a couple of people who either had not played for years or never played at all. It went fine. Again, I am entirely happy to fudge the first round draw so you play me and I can teach you - I'm sure the other organisers will be happy with that or would even do the same. This is not SERIOUS WARGAME TOURNAMENT ANGRY FACES time - TribeMeets are meant to be fun. And Necromunda is so unforgiving and random anyway it would be hard to have a serious tournament of!
 

Punktaku

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about the only meaningful input i have on this is this: from looking around the site, I noticed one particular Yakker turned the Chem Thrower into a flamer by painting the chemical spray like fire instead of "industrial goo green". Since there's no chem thrower in NCE that would be an option for using N17 models in NCE. similar conversions would work for almost everything. stiletto sword = sword or power sword, etc. there should be minimal difficulty in using the models.
 
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Galtarr

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Ideally, I'd like to use my models. Since using them is the only thing that encourages me to paint them. (Albeit slowly)

Would prefer to use Escher though I have Goliath as well. With additional sprues so I have some spare models for alternative loadouts. Luckily I didn't use the chemthrower or Shock whip yet, though Combi-bolter might need to count as Bolter.

Guess the only real issue is going to be sub optimal loadouts due to excess of Stiletto weapons Etc.. which will all become knives and possibly too many high end weapons - plasma gun / Hvy stubber / Bolters etc...

Will look into it / draft a gang in tools
 

Stoof

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Sub-optimal loadouts to use your favourite gangers was always part of NCE (and ORB). The models were metal and a pain in the arse to convert. You will be in good company!

Goliath are a little more troublesome. Stub cannon would be a counts-as shotgun most likely, but that leaves you with a lot of shotguns! I mean, I love a shotgun... but one or two in a gang, not five.

And the models are physically huge compared to originals/28mm - you're going to find yourself taking fire that other gangs would avoid/be in better cover for with them. Not to mention them big 'ol bases will be template magnets :LOL:

One thing about NCE - At day one all gangers stats are equal between houses (they are all Mk1 humans). The goliathness of your Goliaths won't come through until they've got several fights under their belts and the associated advancements.
 
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Azzabat

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You won’t be alone @Galtarr, I play NCE but l’ve not played a game in over a year so I’m incredibly rusty on the rules.

Most of the Tribe are really good sports so I wouldn’t overly worry about the size of your miniatures. If you explain as you move a miniature your intention “This Guy is in cover from your heavy Stubber guy” or “This one is behind the pillar, I’m not shooting at you as I assume I can’t see you, and you can’t see me” then most folk are ok with it. I know I am.

Ultimately we all want to play a good game of toy soldiers with old and new friends.
 

ClockworkOrange

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I basically run with a counts as gang of orange haired freaks, and learn the rules from my opponents! you’ll be fine!
 
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CaptainDangerous

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We havnt done it yet but translating the n17 weapons into NCE was always intended (please don’t make me search for my quote :p) But committee aproval pending:
Escher
Bolter combi= boltgun
Whip =chain/flail
Power sword = sword
Stiletto blade = knife
Chem thrower = flamer

Goliath
Brute cleaver=Club/maul/bludgeon
Spud jackers= Club/maul/bludgeon
Stub cannon= boltgun
Tenderiser= Massive axe/sword/club
Power hammer= massive axe/sword/club
Plasma combi= stub gun
Krumper =autoslugger
*This is to fit with the house weapons list in the NCE

It’ll probibly feel quite refreshing getting to activate your entire gang in one go, and also anyone can overwatch!
But the hardest thing I recon you’ll find befuddling is hth! You can end up rolling a whole load of dice an only end up scoring one hit!

If you can make it, I know 100% that your opponent will go out their way to explain or keep you right!
The spirit of TribeMeet is that everyone is there to enjoy themselves!
I hope you can make it along!
 
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spafe

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I agree with all the above and will happily play you game 1 or 2 to teach rules as well.

And yeah really don't worry about stand in weapon wise, stilettos could be knives or swords easy, combi bolter as abolter etc
 
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Galtarr

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Ok, going to start planning stuff for this, putting it here to not clog up the main thread. For weekend NCE does your gang upgrde and recruit through weekend? And how well does this need to be modelled?
I.e. do you need models for likely upgrades/recruits as well as starting crew?

I have the following models:
(Not differentiating types of sword/knife)
Escher with Autogun
Escher with Plasmagun
Escher with Shotgun
Escher with Grenade launcher and Autopistol
Escher with Handflamer and knife
Escher with Lasgun and knife
Escher with Lasgun and Autopistol
Escher with Autopistol and knife
Escher with Bolter and Sword
Escher with Heavy Stubber

So which ones are most likely to be useful in NCE?
With half dozen bodies left what other loadouts might be useful model wise in NCE?

Knowing this means I can build both list and models to a healthy compromise. Also which models to paint soonest .

A few models are magnetised for holstered/sheathed/backslung weapons but figured not too important at this point.
 

Stoof

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Your gang does indeed progress and you can recruit & upgrade, financial situation permitting.

I have amended your already built list as follows:
Green: Any non-juve can take, no problem at all.
Orange: Needs to be a special user - Heavy or Leader (you can have 2 heavies at gang creation).
Red: Not on the gang's HWL - cannot buy at gang creation, can buy afterwards.
Grey: Standard equipment (no cost or restriction).

Escher with Autogun
Escher with Plasmagun (Heavy or Specialist)
Escher with Shotgun
Escher with Grenade launcher and Autopistol
Escher with Handflamer and knife
Escher with Lasgun and knife
Escher with Lasgun and Autopistol
Escher with Autopistol and knife
Escher with Bolter (Leader Only) and Sword
Escher with Heavy Stubber (Heavy)

So this would give you at gang creation:
Leader with a Boltgun and Sword/Chainsword
Heavy with Heavy Stubber
Heavy with Plasmagun
5 Gangers - Autogun, Shotgun, Lasgun, Lasgun & Autopistol, Autopistol

Your Autopistol could also be a Juve.

That's a fairly well balanced starting 8-woman gang to be honest. You're light on close combat for what is an agility/combat gang.
For progression I suggest another standard ganger - so Basic weapon (Autogun, Lasgun, Shotgun), and two or even three close combat gangers (CC weapon e.g. sword and some kind of Pistol). I suggest building a sword and plasma pistol ganger for inclusion at gang creation as it's not restricted, adds another strong weapon, and uses the plasma pistol from the Escher sprue you haven't used yet.

Your close combat gangers can be recruited as either full gangers or juves, which adds flexibility.

Your starting gang should be WYSIWYG to a "primary armament" level - e.g. if the ganger's main weapon is a lasgun they should be holding a lasgun, if they are primarily armed with an autopistol and sword they should be shown as such. If an autogun ganger also has a backup laspitol for example that doesn't need to be depicted. Neither do grenades/wargear. Some leeway exists as things progress due to deaths etc - if you really need a Lasgun model but all you have is an Autogun model nobody is going to be angry with you if you say "this is a lasgun", but I would insist that depicted weapons at very minimum are in the same category as roster weapons (Heavy, Basic, Pistol, H2H)

E.g. that model carrying an autopistol and flail cannot be carrying a bolter, that model carrying a plasma gun is definitely not carrying a lascannon.
 
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Galtarr

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Sure these were built for N17, where I found CC hard to get into. Very helpful response, cheers.

I missed:
Escher with plasma pistol and chainsword. (My N17 CC champ)
Escher with laspistol and Knife.

Ok building second basic weapon is easy and generally good model to have in both versions. Esp Shotgun.
Will look at what other CC weapons I might have in my limited bitzbox - I have an old Axe and could reuse shock Whip as something. I have plenty more swords and pistols plasma / otherwise.
Been meaning to build other CC model with off HWL like the axe for variety anyway.
 

Stoof

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Laspitol and knife is good Juve fodder. Chainsword is leader only, but that doesn't stop you buying it after gang creation - Plasma pistol and chainsword ganger would be a fearsome CC combo. I have an Autopistol & Chainsword ganger that I always use because I love the model - I put the credits to buy the chainsword aside at gang creation and send her in with just the autopistol for the first game so i can immediately buy the chainsword afterwards. You can do the same.

I would go with shogun too for the basic ganger but it's personal preference.

Escher have a Chain/Flail on their house weapon list - perfect use for the whip. NCE doesn't actually have a standard axe in it - you could proxy it as a club - that's what I would do - or it can be a Massive Axe or Power Axe after gang creation (both of which are two handed, and you're unlikely to get a power axe on rare trade).
 
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Galtarr

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Perfect. Looks like I have enough bits to make enough useful models to cover potential upgrades in both systems. I can then play with list building for initial crew to match those models.

Urgh. But then it's even more models to paint :unsure:.
 

Aulenback

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Did NM17 move to ammo checks on two dice instead of one, as they were in NMORB and Reloaded? That may be a difference as well.

In essence, ammo rolls can have wilder swing results more often on one dice than on two - 7+ on two dice is very slightly more reliable than 4+ on one. That may affect your play - back-up pistols and close combat weapons become a bit de rigueur when a bad ammo roll can happen easily.
 
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Stoof

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I'm not sure what you mean @Aulenback. Ammo rolls in NCE are taken if you roll a 6 to hit. They are a 1D6 roll and you want to equal or beat the weapon's ammo value. ORB was exactly the same.

N17 is similar, the main difference being that you always roll a seperate ammo dice rather than it being linked to the to-hit roll. And if you fail an ammo roll in N17 you can attempt to reload. In NCE/ORB a failed ammo roll is it unless you are specifically carrying a reload, and even that's not guaranteed to help (a failed ammo roll represents both the ammo running out and the weapon jamming/breaking).
 
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Aulenback

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SW:A switched ammo rolls to being a 2D6 roll, as one of its only differences from NM:ORB, so I was wondering if N17 had done the same [I have not yet played N17]. That said, the difference then in ammo rolls and their effects would be one other rules difference [like close combat] to prepare for, for someone trying NCE for the first time.
 
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